Herobizkit
Adventurer
I have recently started generating a character for an "old-school" 2e campaign. After having played 3.x for about a decade, I am grating against all of the restrictions in place. Luckily, my DM is very rules-light and doesn't enforce many of the limitations. It is going to be quite a step back to play in such a small sandbox.
Also, I found it very diificult to play a "heroic" modern/fantasy crossover campaign using d20 Modern - the characters were simply too restricted in what they could do and, without hoserules, were shoehorned into their particular roles. It's funny, but I found that Palladium's Robotech rules worked much better for the same concept.
GURPS Fantasy was fun, but too gritty for the high-fantasy feel that I enjoyed while playing D&D. The learning curve was pretty steep, too. ("What do you mean, he snapped my rapier in two? I parried the hit!")
So yes, I find that systems and editions are important because they help define the physics of each 'virtual' world, and not all game physics are alike.
Also, I found it very diificult to play a "heroic" modern/fantasy crossover campaign using d20 Modern - the characters were simply too restricted in what they could do and, without hoserules, were shoehorned into their particular roles. It's funny, but I found that Palladium's Robotech rules worked much better for the same concept.
GURPS Fantasy was fun, but too gritty for the high-fantasy feel that I enjoyed while playing D&D. The learning curve was pretty steep, too. ("What do you mean, he snapped my rapier in two? I parried the hit!")
So yes, I find that systems and editions are important because they help define the physics of each 'virtual' world, and not all game physics are alike.