Lanefan
Victoria Rules
I think this depends on how one defines character growth, and whether said growth needs to be reflected in/by the game's mechanics. Here, your example with the improving lock skills is something that by default has to rely on system abstraction and thus mechanics. But if my character's growth lies in her maturation from a naive young thing to a more worldly woman, mechanics are neither required nor necessary.Like I said the highs between the editions are generally the same - although I'm going to suggest that e.g. Tales from the Loop would struggle because it's basically Stranger Things: the RPG and you all play one of the kids.
However. D&D characters are clearly lacking in mechanical support in several obvious ways in almost all editions:
- Character growth is very linear. In my last Space Opera game I started with a rogue and drifter who knew a bit about fixing engines to pay his way round the galaxy - but was also skilled with stealth, guns, lockpicks, and the rest of a rogue's kit. If I had been playing D&D these would all have grown in lockstep with each other - but because we were playing a skill based game he learned what he used and what he needed - and as a consequence ended up as the best damn engineer in the galaxy (mostly because no one else was playing with as much First One tech) and wasn't otherwise a much better rogue by the time he finished than when he started. The character growth was organic but simply would not have worked in a class/level system.
True. Magic is something else that has to rely on abstraction.
- Magic seldom has a risk and almost never has a cost. The experience of playing a D&D wizard where magic is pretty reliable is entirely different from that of playing a Call of Cthulhu one where casting any spell costs you permanent sanity.
Perhaps, but IMO this one's fuzzier in that one can always choose to roleplay a character who has lost most of its hit points as being badly hurt. (this is one place where D&D really falls down, in not even suggesting this as an option)
- Long term consequences and injuries aren't much of a thing in D&D; even in the most punishing editions you are just as capable at 1hp as at full hp and it takes you a month of rest to recover all your HP (which is about the time it takes a marathon runner). This impacts how you see combat and risk.
It's all down to the roleplay. Character bonds have no mechanical weight and thus dice need never touch them; but they do (or should!) have role-play weight and ideally are played to with integrity. If my character has stage fright it's down to me to roleplay it properly if it somehow finds itself on a stage.
- Your character bonds have no mechanical weight. There's no character who will do intrinsically better in a high stakes situation (e.g. in front of an audience or protecting a loved one) and none that will do worse thanks to nerves. It's down to the dice.
To a point, I get this; as some things have to be abstracted. But even there, roleplay can do what mechanics might not; e.g. in the example of the getting-better-with-locks chap, you might roleplay his growing confidence and swagger as he gets more and more practiced at picking locks, even though the underlying mechanics never change and in fact he still blows it just as often as he did when he started. If the game mechanics happen to back this up it's a bonus, but not IMO entirely necessary.So yes, system matters. There are some archetypes you can play at a moment in time in any system in most systems. But others you want the support of the system for.
Edit to add: interesting how when I break up your list to quote the separate parts it renumbers each element to '1'.