Last but certainly not least, I'll talk about a few of the features of the most popular tabletop RPG system, Dungeons and Dragons. They've gone through many editions over the last 40+ years trying to find that perfect balance of letting the players feel powerful without the game being too easy. While designed for a medieval fantasy setting (elves and dragons and such), many fans have expanded its possibilities with "splat books" (small expansions to the core system). I've played in editions 2.0, 3.5, 5.0, Bleach D20 and Star Wars D20; all have there perks and quirks.
2.0 is optimized for storytelling, more so than later editions, due to its somewhat ambiguous rules and imperfect combat system. It's class system felt a bit more exclusive with strict minimum abilities required for several classes (paladin and ranger having the highest overall requirements). Armor and attacking always felt a little backwards as well.
3.5 did away with class requirements and added feats. Feats were major advances for your character. These feats allowed advanced combat maneuvers, amplified spells and expert craftsmanship. They also added more room for character growth by allowing abilities to increase. The better defined rules smoothed out combat, but easier combat sometimes leads to less story.
Pathfinder, Bleach d20 and Star Wars d20, all are based off 3.5. They add some skills and powers and items (i.e. lighsabers and The Force) to fit the world they want to play in.
5.0 is similar to 3.5, but they've reduced the number of feats and skill by upping their potency. They also did away with the over-engineered combat system of 4.0. It was released under the tag "easiest to convert to" and so far has lived up to the title. They have tried to bring back the story-telling freedom of 2.0 and the feeling of power from 3.5.
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