If you like GURPS, you should check out Mutants and Masterminds 3e (d20herosrd.com). It’s written for superhero games, but I’ve seen it used for everything from dungeon fantasy to Star Wars. It has all the flexibility and versatility of GURPS with a fraction as much math, and so far I have found exactly one thing I couldn’t build a power for in that system (Wheel of Time’s Balefire).
If you like GURPS, you should check out Mutants and Masterminds 3e (d20herosrd.com). It’s written for superhero games, but I’ve seen it used for everything from dungeon fantasy to Star Wars. It has all the flexibility and versatility of GURPS with a fraction as much math, and so far I have found exactly one thing I couldn’t build a power for in that system (Wheel of Time’s Balefire).
I really prefer 3d6 to d20 though. And honestly, I like the math
3d6 definitely has it’s merits.
Building GURPS mages is still an exercise in masochism, though.
Guess that depends on which magic system you use
I don’t mind the base system though, pre-reqs make sense