What he said!tauton_ikhnos said:Just my opinions as longtime GURPSite and DNDite:
1. Character creation is roughly as time consuming as 3rd edition D&D.
2. Characters who are not well designed will get shafted, same as D&D. Pick a specialty and focus on it, but don't entirely neglect other areas, and you should be fine.
3. Combat involves 2-3 rolls per attack: attack roll, defense roll, damage roll. Much of the rest will seem familiar to you, because D&D 3e cribbed the Move + Attack, 5 ft step (in GURPS it is 1 yard step), free actions, from GURPS . That will get me thwapped, I'm sure, but it is true.
Although some have posted that GURPS combat can be tedious, I disagree. It is exactly as tedious/exciting as D&D, except that D&D combats tend to last longer and have more last second upsets. GURPS combats tend to end fast and bloodily. Much depends on GM.
I'd like to add that GURPS really encourages roleplaying much more than D&D. From the presence of quirks (1-point disads), strong focus on actually *playing* disads, to the recommendations for handing out XP.
Also, in my own experience I have found D&D combat actually to be much more lethal than GURPS. (1) In Gurps, there is relatively speaking a much larger buffer zone between unconsciousness and death, since you need to be reduced to minus your original hitpoints. (2) D&D actually *assumes* the availability of Raise Dead and Resurrection, so at higher levels it's not unusual for PCs to die several times during a campaign. In GURPS, character deaths tend to be rarer, but almost always permanent. (I once played in a one-year campaign where the goal was to resurrect one of our favorite PCs - and at the end, she only came back with some serious strings attached!)