For the type of fantasy I run, GURPS is still king.
I have set most of my D&D 5E material aside. The damage curves across 5E, 5.5E, Tales of the Valiant, and Level Up: Advanced 5th Edition no longer line up. By mid levels, the numbers have shifted enough that I stopped trusting the baseline I thought I knew. That is a preference, not a complaint about the designers - but it's why most of those books went to the garage. A few Goodman Games volumes stay out, and Nimble 5e does too. Nimble was built around one curve; it is small, and it is as easy to support as OSE, so I do not have to worry about the numbers drifting out from under me.
As good as Nimble is, GURPS is what actually gets played. GURPS has a fixed damage curve too, and it does not move because a new fantasy PDF appears on Warehouse 23. A sword’s damage is the wielder’s ST-based thrust or swing damage plus a fixed weapon modifier (sw, sw+1, thr+2, and so on). A new supplement doesn't reprint the Basic Set damage table and declares that longswords now do 2d+2 once characters reach a certain point total. The only ways to raise the damage ceiling are campaign decisions: open higher Tech Levels, allow magical weapons, or give someone superpowers. Those are choices I make when I set up the game. The default hardcore curve stays put once you choose the options.
I spent some time with the Hero System fantasy books. The system can do fantasy superheroes cleanly, and I still like it. What I ran into was DIY fatigue: once I wanted more than the published material, the expectation was that I would point-buy and balance every new effect myself. GURPS has the same point-buy option when I want it.
GURPS also has published advice, horror and magic frameworks, and the permission to wing a pool or a corruption track without first proving it balances against every other option in the book. Hero remains a solid choice if I want fantasy superheroes. I do not play fantasy for superheroes; I play it for stories.
I like wild magic, corruption by evil, and the classic good-versus-evil arcs. Dungeon Crawl Classics has a shelf, and I love its vibe, but the tools already exist here. GURPS Horror has corruption rules. A critical failure on a spell can be treated as a Horror-style corruption check, or as a one-time wild-magic surge designed for the campaign. Either way, the character sheet already has the hooks - critical tables, disadvantages, and the option to track a pool. Every 10 points of a DIY-ed nature-corruption track can mean a new mutation or animal trait. The game teaches that “your stuff is just as good as ours,” so whatever system I adopt as the campaign standard is good enough.
Unlike most other systems, GURPS leaves room to be a designer. I can bolt other resolution systems onto it - Battletech, Knight Hawks, Car Wars, Cepheus - and keep GURPS as the character engine. I can invent new corruption or wild-magic tracks snapped onto the critical hit and miss tables, or new resource pools for effects like slow transformation. Other games do not give me that mix. Some VTTs hard-code their character designers. Hero System expects every new feature to be point-bought and balanced. DCC hands you a random chart result with no design hook. OSRIC and BX get closer to “just make it up,” but GURPS still gives the best combination of DIY freedom, suggested methods, and a design system that lets me prove the work when I want to.
The same freedom shows up in character concepts. Template Toolkit 2: Races and GURPS Furries are full of concrete ideas that go beyond flat bonuses. Hooves that add a special attack and extra Strength, horns, enhanced senses, armored skin, a breath weapon that costs fatigue - all of these are straightforward to build and costed in points. If I want a distinctive nonhuman race that actually changes how the character fights or moves, I can make it here without waiting for an official option that matches what I have in mind. D&D 5.5E goes in the other direction with special species abilities, and here I can use them as part of my character concept and stat out powers for them.
GURPS also hits the low-fantasy tone I want. Modding 5E downward usually means rewriting spell lists, class features, and monster hit points until the chassis no longer feels like 5E. In GURPS, the low-fantasy baseline is already there; I do not have to rebuild it.
For the kind of fantasy I actually run - stories, corruption, the occasional wild surge, and a damage model that stays put - GURPS still does more of the work I want without requiring me to rebuild the baseline every time a new book appears. That is why it stays on the table, and on my living-room shelves where every visitor can see a complete library.









