GuardianLurker
Adventurer
Now those could be meaningful for multiple game systems.
That would add:
Turn Order/Initiative: Individual/Group/Hybrid; Randomized/Adjusted Order/Fixed Order; Periodic Resets/Purely Cyclical
Skill "Scale"/"Use"/"Granularity" (no good term comes to mind): Character-based (e.g. Backgrounds as Skills); Broad/Generalized Skills (e.g. D&D 3e, many others); Narrow/Specific
Skills (e.g. GURPS); Skill Trees (broad-to-narrow-to-specialized). Additional variant: Weighted cost by player/system/unweighted.
The AC changes are already covered as "roll vs Target" and "increased consistency across the editions", in my opinion.
There might also be a reasonable cross-system "Combat Lethality" term. Super-heroic/Heroic/Death Spiral/Lethal. I'm less sure about the gradations on this, or even if this makes a meanigful difference.
That would add:
Turn Order/Initiative: Individual/Group/Hybrid; Randomized/Adjusted Order/Fixed Order; Periodic Resets/Purely Cyclical
- 1e and 2e have initiative that is Individual, randomized, with frequent (every turn) resets.
- 3e and later have initiative that is Individual, Randomized, and Cyclical. Though the GMs in all editions tend to change the Individual to Group, purely for practical reasons.
- FFGs Genesys games have a Hybrid/Randomized/Reset initiative. The character roll initiative every turn for party use, and any character can use any roll (once).
Skill "Scale"/"Use"/"Granularity" (no good term comes to mind): Character-based (e.g. Backgrounds as Skills); Broad/Generalized Skills (e.g. D&D 3e, many others); Narrow/Specific
Skills (e.g. GURPS); Skill Trees (broad-to-narrow-to-specialized). Additional variant: Weighted cost by player/system/unweighted.
- 1e and 5e both have Backgrounds-as-Skills, with no weight attached.
- 3e and 4e are both broad skills, with a system specified (and limited) weight attached.
- 2e is a broad skill, with no weight attached. (Ditto for late 1e with the Survival Guides.)
- As a further example, Rolemaster has skills that are specific, arranged in a limited skill tree, with a system-specified weight.
The AC changes are already covered as "roll vs Target" and "increased consistency across the editions", in my opinion.
There might also be a reasonable cross-system "Combat Lethality" term. Super-heroic/Heroic/Death Spiral/Lethal. I'm less sure about the gradations on this, or even if this makes a meanigful difference.
And not to denigrate Deset Gled and GMMichael's points, but categorizing game MECHANICS is a very different thing from categorizing Game Design or Game (Design) Theory. Those are both much more nebulous concepts. Even just the "Rules-Light" vs. "Rules-heavy" debate is evidence of that.
Strangely enough, if you avoid trying to define the terms explicitly, or nail down commonalities in design and philosophy, I think you'd find that most people could sort game systems by "rules-weight". At least, each game relative to each other game. I'll also admit that even that situation would be more inexact than my rough statement implies. There's a lot of "I can't define it, but I know it when I see it" going on here.
Strangely enough, if you avoid trying to define the terms explicitly, or nail down commonalities in design and philosophy, I think you'd find that most people could sort game systems by "rules-weight". At least, each game relative to each other game. I'll also admit that even that situation would be more inexact than my rough statement implies. There's a lot of "I can't define it, but I know it when I see it" going on here.