I am discovering that I like the Shadowrun tabletop systems (convoluted as they can be) better than D&D. Rolling a whole pile of d6 (1 for each skillpoint you have) instead of 1d20 makes you way less likely to be screwed over by bad luck. The way it works is that there are 2 types of "critical fail," both of which can actually still result in a success that somehow goes wrong. They involve rolling a whole bunch of 1s, but because you need to roll a bunch of 1s, you're way less likely to run into it if you have a high skill, and because you can still beat the threshold or opponents rolls while getting those 1s you can succeed, but still mess it up. Like "you hit this person so hard...that your weapon breaks" type thing.
Also it tends to favor preperation and planning over raw power. In general, guns/melee weapons/ magic hit their softcaps in terms of damage and accuracy fairly quickly (accuracy being a limit on how much damage you can do, but I can't get into it without a much longer explaination) with only magical people can take them over that point, and even if they choose to do so it takes an unrealistic amount of "experience" after the first time or 2 unless you're using that same character across half a dozen campaigns or more, and while the player characters will generally be more powerful than the random guards, with so much of the characters strength being tied to having decent guns and armor they can still prove to be really dangerous, especially given that there are more of them than you, and if it comes to a fight you're likely on a time limit before SWAT shows up and ruins your day as they'll be 20 of them, and they'll all have high quality stuff.
I like it, and if you like pen and paper games and are the kind of person who can deal with D&D 3.5s complex ruleset, you should try it.
"Too often we judge other groups by their worst examples, while judging ourselves by our best intentions"
- George W. Bush