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* ''VideoGame/ChampionsOnline'' toys with this. While the game operates primarily on a PointBuySystem, the predetermined Archetypes function much like a traditional WoW-Style character class, complete with multiple skill trees.

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* ''VideoGame/ChampionsOnline'' toys with this. While the game operates primarily on a PointBuySystem, the predetermined Archetypes function much like a traditional WoW-Style [=WoW=]-Style character class, complete with multiple skill trees.
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* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''VideoGame/WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain [=MMOs=] like ''VideoGame/StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.

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* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''VideoGame/WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" "[=WoW=]-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain [=MMOs=] like ''VideoGame/StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.
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* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain [=MMOs=] like ''VideoGame/StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.

to:

* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain [=MMOs=] like ''VideoGame/StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.
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* ''TransformersWarForCybertron'' has a multiplayer character system that's equal parts this and ''ModernWarfare'''s "create-a-class". The weapons and abilities are divided among four classes: Soldier (Warrior), Scout (Thief), Scientist (Wizard), and Leader (which has elements of Warrior and, to a small extent, Wizard). Within each class, you can choose any two weapons, two abilities, and three upgrades available to that class (plus aesthetic elements like body style). Each class levels up individually to a maximum of 25 per class, and leveling up unlocks additional abilities and upgrades for that class.

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* ''TransformersWarForCybertron'' has a multiplayer character system that's equal parts this and ''ModernWarfare'''s ''VideoGame/ModernWarfare'''s "create-a-class". The weapons and abilities are divided among four classes: Soldier (Warrior), Scout (Thief), Scientist (Wizard), and Leader (which has elements of Warrior and, to a small extent, Wizard). Within each class, you can choose any two weapons, two abilities, and three upgrades available to that class (plus aesthetic elements like body style). Each class levels up individually to a maximum of 25 per class, and leveling up unlocks additional abilities and upgrades for that class.
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* [[TheGamePlaysYou SBURB]] in ''Webcomic/{{Homestuck}}'' features a level system called an "echeladder" that you can climb by achieving various feats ranging from [[CurbStompBattle effortlessly and gracefully killing]] an [[BossMook Ogre,]] to [[BigDamnHeroes saving an entire village of NPCs]], to [[ArsonMurderAndJaywalking throwing your hat to the ground in anger]]. Each new "rung" is rewarded with more health, strength etc. as well as an amount of boondollars, the game's own currency. After ascending to [[CameBackStrong God]] [[PhysicalGod Tier]], players leave the echeladder behind, now climbing "God Tiers", and rewarded with badges pinned to their "Kiddie Camper Handysash", which grant them special abilities or privileges... such as having non-awkward social lives. Considering [[TeenageWasteland how]] [[DysfunctionJunction most]] [[ParentalNeglect characters]] [[HadToBeSharp are,]] this really is a blessing.
** Each character has a classpect, comprised of an aspect (their ruling "element" or component of the universe) and a class (the way they relate to their aspect). This determines everything about them: personality, history, interests, role played in SBURB, special abilities, powers, and eventual fate. Some combinations (such as Terezi's [[TheChessmaster Seer of Mind]] or Tavros' [[DidYouThinkICantFeel Page of Breath]]) manifest more passively, seemingly nothing more than just character traits while others (such as Jade's [[RealityWarper Witch of Space,]] Vriska's [[WindsOfDestinyChange Thief of Light,]] or Dirk's [[YourSoulIsMine Prince of Heart]]) have dangerous, aggressively active powers.

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[[folder:Hack And Slash]]
* In ''VideoGame/{{Diablo}}'' and its sequel, you select one of several different character classes, but how you develop the character is up to you. In the first game, leveling up gives you five stat points you can add to your strength, dexterity, life or magic however you see fit. In ''Diablo II'', you also get one skill point with each level, and can add it to any accessible skill on one of your skill trees.


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[[folder:Hack And Slash]]
* In ''VideoGame/{{Diablo}}'' and its sequel, you select one of several different character classes, but how you develop the character is up to you. In the first game, leveling up gives you five stat points you can add to your strength, dexterity, life or magic however you see fit. In ''Diablo II'', you also get one skill point with each level, and can add it to any accessible skill on one of your skill trees.
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* ''CityOfHeroes'' has a fairly traditional ClassAndLevelSystem, in that it has classes and levels, though the classes themselves are more exotic than just the standard warrior, mage and cleric. Unusually for a MMORPG, it also lacks a PointBuySystem entirely, instead offering new power (skill) choices on some levels, and slots for enhancements on others. It even avoids the traditional act of taking the same skill multiple time to get better versions of it, relying instead on the enhancement system for skill improvement.

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* ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' has a fairly traditional ClassAndLevelSystem, in that it has classes and levels, though the classes themselves are more exotic than just the standard warrior, mage and cleric. Unusually for a MMORPG, it also lacks a PointBuySystem entirely, instead offering new power (skill) choices on some levels, and slots for enhancements on others. It even avoids the traditional act of taking the same skill multiple time to get better versions of it, relying instead on the enhancement system for skill improvement.
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[[folder:Forum RPG]]
* ''Roleplay/OverlordAscendant'' features a variety of different classes grouped in "evolution trees", divided into 6 different Tiers, with 1 being lowest and easiest and 6 being highest, and nearly impossible to obtain. Classes must be unlocked by doing or accomplishing certain activities, and to gain a class, you must enter the Resplendant Arch with a free Power Crystal. Once a class is selected, you can only change class by going up a Tier to a class yours can evolve from. Only a select few possess the ability to have more then one class at a time, the protagonist Alex being one of them.
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* ''Franchise/StarWars Saga Edition'' has a system similar to d20 Modern. Characters begin in one of five basic classes; Jedi, Noble, Scoundrel, Scout, and Soldier. Rather than having abilities be tied to each class, each class grants a series of talents and bonus feats that they can draw from. Characters only get full first level benefits from their actual first level class, however. A first level Jedi gains Force Sensitivity and Lightsaver proficiency, but a scoundrel dipping into Jedi can only choose one. Otherwise, Multiclassing is strongly encouraged.

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* ''Franchise/StarWars Saga Edition'' ''TabletopGame/StarWarsSagaEdition'' has a system similar to d20 Modern. Characters begin in one of five basic classes; Jedi, Noble, Scoundrel, Scout, and Soldier. Rather than having abilities be tied to each class, each class grants a series of talents and bonus feats that they can draw from. Characters only get full first level benefits from their actual first level class, however. A first level Jedi gains Force Sensitivity and Lightsaver proficiency, but a scoundrel dipping into Jedi can only choose one. Otherwise, Multiclassing is strongly encouraged.
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* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain [=MMOs=] like ''StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.

to:

* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain [=MMOs=] like ''StarWarsTheOldRepublic" ''VideoGame/StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.



* ''StarWars Saga Edition'' has a system similar to d20 Modern. Characters begin in one of five basic classes; Jedi, Noble, Scoundrel, Scout, and Soldier. Rather than having abilities be tied to each class, each class grants a series of talents and bonus feats that they can draw from. Characters only get full first level benefits from their actual first level class, however. A first level Jedi gains Force Sensitivity and Lightsaver proficiency, but a scoundrel dipping into Jedi can only choose one. Otherwise, Multiclassing is strongly encouraged.

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* ''StarWars ''Franchise/StarWars Saga Edition'' has a system similar to d20 Modern. Characters begin in one of five basic classes; Jedi, Noble, Scoundrel, Scout, and Soldier. Rather than having abilities be tied to each class, each class grants a series of talents and bonus feats that they can draw from. Characters only get full first level benefits from their actual first level class, however. A first level Jedi gains Force Sensitivity and Lightsaver proficiency, but a scoundrel dipping into Jedi can only choose one. Otherwise, Multiclassing is strongly encouraged.
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According to the Ufopaedia wiki, successful missions give bonus XP, and there is a 20 XP bonus for a mission success with 0 KIA.


* Though levels [[CallAHitPointASmeerp are called ranks]] (as in, military ranks, from rookie to [[ColonelBadass Colonel]]), ''VideoGame/XCOMEnemyUnknown'' uses a class and level system. Interestingly, soldiers are classless until they gain their first level, then they become [[CloseRangeCombatant Assault]], [[StuffBlowingUp Heavies]], [[JackOfAllStats Support]] or [[LongRangeFighter Snipers]]. Soldiers level up exclusively through kills. Assists are not counted. Later in the game, any soldier who has the [[PsychicPowers Gift]] also has a separate psionic rank, although the level tree is much smaller (from Psi-Adept to Psi-Operative). Leveling up the psionic rank requires the successful use of PsychicPowers.

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* Though levels [[CallAHitPointASmeerp are called ranks]] (as in, military ranks, from rookie to [[ColonelBadass Colonel]]), ''VideoGame/XCOMEnemyUnknown'' uses a class and level system. Interestingly, soldiers are classless until they gain their first level, then they become [[CloseRangeCombatant Assault]], [[StuffBlowingUp Heavies]], [[JackOfAllStats Support]] or [[LongRangeFighter Snipers]]. Soldiers level up exclusively through kills. Assists are not counted.kills or by surviving a successful mission (with a small bonus for ending a mission with no KIA soldier). Later in the game, any soldier who has the [[PsychicPowers Gift]] also has a separate psionic rank, although the level tree is much smaller (from Psi-Adept to Psi-Operative). Leveling up the psionic rank requires the successful use of PsychicPowers.
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** ''XCOM: Enemy Within'' adds a new class called the MEC Trooper, specializing in PoweredArmor. Any non-psionic soldier (either ungifted or untested) higher than a rookie can be turned into a MEC Trooper. Due to the nature of the procedure (arms and legs being replaced by prosthetics), the soldiers lose their current skills, but the rank's level is preserved, so a new skillset can be selected from the MEC Trooper tree.

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** ''XCOM: Enemy Within'' adds a new class called the MEC Trooper, specializing in PoweredArmor. Any non-psionic soldier (either ungifted or untested) higher than a rookie can be turned into a MEC Trooper. Due to the nature of the procedure (arms and legs being replaced by prosthetics), the soldiers lose their current skills, but the rank's level is preserved, so a new skillset can be selected from the MEC Trooper tree. Promotions work the same way as for the other four classes.

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* Though levels [[CallAHitPointASmeerp are called ranks]] (as in, military ranks, from rookie to [[ColonelBadass Colonel]]), VideoGame/XCOMEnemyUnknown uses a class and level system. Interestingly, soldiers are classless until they gain their first level, then they become [[CloseRangeCombatant Assault]], [[StuffBlowingUp Heavies]], [[JackOfAllStats Support]] or [[LongRangeFighter snipers]]

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* Though levels [[CallAHitPointASmeerp are called ranks]] (as in, military ranks, from rookie to [[ColonelBadass Colonel]]), VideoGame/XCOMEnemyUnknown ''VideoGame/XCOMEnemyUnknown'' uses a class and level system. Interestingly, soldiers are classless until they gain their first level, then they become [[CloseRangeCombatant Assault]], [[StuffBlowingUp Heavies]], [[JackOfAllStats Support]] or [[LongRangeFighter snipers]]Snipers]]. Soldiers level up exclusively through kills. Assists are not counted. Later in the game, any soldier who has the [[PsychicPowers Gift]] also has a separate psionic rank, although the level tree is much smaller (from Psi-Adept to Psi-Operative). Leveling up the psionic rank requires the successful use of PsychicPowers.
** ''XCOM: Enemy Within'' adds a new class called the MEC Trooper, specializing in PoweredArmor. Any non-psionic soldier (either ungifted or untested) higher than a rookie can be turned into a MEC Trooper. Due to the nature of the procedure (arms and legs being replaced by prosthetics), the soldiers lose their current skills, but the rank's level is preserved, so a new skillset can be selected from the MEC Trooper tree.

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Namespaces


* Mostly played straight in ''TheLastRemnant''; your character's class is based off the skills they use, their level in that class is then based off their stats. For example, mostly using combat arts may give a character the Gladiator class; if they also had 57 strength, they would be an Adept Gladiator.
* ''DragonQuestVI'': Characters levels are gained via experience and increase stats, but the class ranks (up to 8) increase via number of battles won and gives new spells. However, what is unique is that spells learned this way are kept even after a class change.
** ''DragonQuestIX'' plays it straighter: each class is leveled until 99, with each level giving skill points that can be invested to learn abilities and stat boosts that carry over from class to class. Spells learned by leveling, however, don't transfer with class changes.
* ''GoldenSun'': A character's class is determined by the Djinn kept on it, giving stat boosts much higher than level gain and changing spells.

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* Mostly played straight in ''TheLastRemnant''; ''VideoGame/TheLastRemnant''; your character's class is based off the skills they use, their level in that class is then based off their stats. For example, mostly using combat arts may give a character the Gladiator class; if they also had 57 strength, they would be an Adept Gladiator.
* ''DragonQuestVI'': ''DragonQuest'' examples:
** ''VideoGame/DragonQuestVI'':
Characters levels are gained via experience and increase stats, but the class ranks (up to 8) increase via number of battles won and gives new spells. However, what is unique is that spells learned this way are kept even after a class change.
** ''DragonQuestIX'' ''VideoGame/DragonQuestIX'' plays it straighter: each class is leveled until 99, with each level giving skill points that can be invested to learn abilities and stat boosts that carry over from class to class. Spells learned by leveling, however, don't transfer with class changes.
* ''GoldenSun'': ''VideoGame/GoldenSun'': A character's class is determined by the Djinn kept on it, giving stat boosts much higher than level gain and changing spells.
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Added Torchbearer to the tabletop RP Gs list.

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* Played with in ''TabletopGame/{{Torchbearer}}'': instead of earning XP you gain levels by spending Rewards which are gained through roleplaying and teamwork.
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[[folder:First Person Shooter]]
* ''Videogame/EYEDivineCybermancy'' starts out with the player selecting three gene-mods which influence [[PointBuildSystem their stats, and by extension, their class]]; each gene has a set of bonuses and maluses. A character taking a Binah and two Kether genes, for example, will start out as a Cybermancer, a master of psychic and cybernetic attacks. Classes are merely titles - they change based on stats and level - so if the Cybermancer levels up his hacking and PSI abilities, he'll eventually become a Necrocybermancer, but if he balances out most of his stats while continuing to level up, he'll become a [[JackOfAllTrades Gray Master]]. Initially, classes have a large effect on what you can unlock in the Temple stores (weapons and abilities) though all but the most specialized abilities/items will eventually open up to most classes given enough experience.
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* Though levels [[CallAHitPointASmeerp are called ranks]] (as in, military ranks, from rookie to [[ColonelBadass Colonel]]), VideoGame/XCOMEnemyUnknown uses a class and level system. Interestingly, soldiers are classless until they gain their first level, then they become [[CloseRangeCombatant Assault]], [[StuffBlowingUp Heavies]], [[JackOfAllStats Support]] or [[LongRangeFighter snipers]]
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* The ''Strike Force Heroes'' games have this; classes dictate your equipment, perks, and "Kill Streak" powers, and levels unlock them.
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* In ''{{Disgaea}}'' and other Nippon Ichi [=SRPGs=], the prerequisites tend to be more varied, but the classes still dictate the stat growth and equip percentage.

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* In ''{{Disgaea}}'' ''Franchise/{{Disgaea}}'' and other Nippon Ichi [=SRPGs=], the prerequisites tend to be more varied, but the classes still dictate the stat growth and equip percentage.
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* ''TabletopGame/StarsWithoutNumber'' functions much like D&D 3.5 minus feats. You pick a class, which has bonuses and penalties, and get better at it by going up levels. In-class variation is provided by the skills system, which has escalating point costs for each rank - getting 3 or higher in a class skill requires even experts to save up, unless your group has house-ruled in something like doubled skill point gain, and out-of-class skills cost a 1pt surcharge on each rank, which really means something when you only get 2-3 skill points per level.
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* Much like the MMO examples above, ''LogHorizon'' has a class and level system, because the world itself is the Elder Tale video game. Characters can pick from one of 12 classes, which are divided into four types: Warrior (Guardian, Monk, and Samurai), Weapon (Swashbuckler, Assassin, and Bard), Healer (Kannagi, Druid, and Cleric), and Mage (Sorcerer, Summoner, and Enchanter). In addition, the game also has a job system in the form of Sub-classes. Sub-classes are wide and varied, some are for roleplay while others effect the game, but a character can only have one at a time, and sacrifices all their experience in their old one if they switch.
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* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain MMOs like ''StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.

to:

* Pretty much every major MMORPG that isn't a WideOpenSandbox tends to favor this system. The TropeCodifier for this is arguably ''WorldOfWarcraft'', which most modern MMORPG's have looked to for inspiration in some fashion. In the "WoW-Style" ClassAndLevelSystem, characters select a basic class at level one. At some point (typically level 10, though this varies), characters choose from a small number of "Talent Trees" which they can specialize in. Certain MMOs [=MMOs=] like ''StarWarsTheOldRepublic" and {{VideoGame/Aion}} require you to select a PrestigeClass as well. As a result of this system, members of the same basic class can function in radically different ways, to the point of being completely distinct in extreme cases.
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You mean DQ 9 and not 11, right?


** ''DragonQuestXI'' plays it straighter: each class is leveled until 99, with each level giving skill points that can be invested to learn abilities and stat boosts that carry over from class to class. Spells learned by leveling, however, don't transfer with class changes.

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** ''DragonQuestXI'' ''DragonQuestIX'' plays it straighter: each class is leveled until 99, with each level giving skill points that can be invested to learn abilities and stat boosts that carry over from class to class. Spells learned by leveling, however, don't transfer with class changes.
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* ''DragonQuestVI'': Characters levels are gained via experience and increase stats, but the class ranks (up to 8) increase via number of battles won and gives new spells. However, what is unique is that spells learned this way are kept even after a class change.
** ''DragonQuestXI'' plays it straighter: each class is leveled until 99, with each level giving skill points that can be invested to learn abilities and stat boosts that carry over from class to class. Spells learned by leveling, however, don't transfer with class changes.
* ''GoldenSun'': A character's class is determined by the Djinn kept on it, giving stat boosts much higher than level gain and changing spells.
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[[folder:Fiction]]
* Both class and level are explictly present in ''Franchise/{{Noob}}''.
[[/folder]]
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* LegendOfTheFiveRings uses a system that combines this with point-buy - you use XP to purchase skills, abilities, and special tricks like spells, and the values of skills and abilities in turn increases your level (or "Insight Rank"). As your Insight Rank goes up, you learn new techniques for your school (or from a new school). Partially averted in cases of ronin, heimin, hinin, and some gaijin - the Ronin have techniques, but they aren't taught to just anyone, and many ronin level up without classes. Heimin and hinin don't tend to have schools at all; if they manage to develop, they do so classlessly. Finally, certain gaijin groups - particularly Thrane and Merenae - don't appear to have schools at all.
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* ''MassEffect'' plays with this. The ClassAndLevelSystem is in full force, especially in the first game. However, almost every character has their own unique class. Only [[PlayerCharacter Commander Shepard]] has a choice of classes, and only Kaidan and Ashley have classes that come from the same pool (and even then, only in the first game).

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* ''MassEffect'' ''Franchise/MassEffect'' plays with this. The ClassAndLevelSystem is in full force, especially in the first game. However, almost every character has their own unique class. Only [[PlayerCharacter Commander Shepard]] has a choice of classes, and only Kaidan and Ashley have classes that come from the same pool (and even then, only in the first game).

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[[folder: Hack And Slash ]]

* In ''{{VideoGame/Diablo}}'' and its sequel, you select one of several different character classes, but how you develop the character is up to you. In the first game, leveling up gives you five stat points you can add to your strength, dexterity, life or magic however you see fit. In ''Diablo 2'', you also get one skill point with each level, and can add it to any accessible skill on one of your skill trees.

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[[folder: Hack [[folder:Hack And Slash ]]

Slash]]
* In ''{{VideoGame/Diablo}}'' ''VideoGame/{{Diablo}}'' and its sequel, you select one of several different character classes, but how you develop the character is up to you. In the first game, leveling up gives you five stat points you can add to your strength, dexterity, life or magic however you see fit. In ''Diablo 2'', II'', you also get one skill point with each level, and can add it to any accessible skill on one of your skill trees.
trees.



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[[folder: MMORPGs ]][[folder:[=MMORPG=]s]]



* ''DungeonsAndDragonsOnline'' uses a system inspired by the tabletop game, allowing players to select multiple classes simply by speaking to a different trainer when you gain a level. You can only have a maximum of three classes, however.

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* ''DungeonsAndDragonsOnline'' ''VideoGame/DungeonsAndDragonsOnline'' uses a system inspired by the tabletop game, allowing players to select multiple classes simply by speaking to a different trainer when you gain a level. You can only have a maximum of three classes, however.



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[[folder: Tabletop Games ]]

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[[folder: Tabletop Games ]]
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** ''HackMaster'' seems to be for people who think 3rd Edition ''TabletopGame/DungeonsAndDragons'' is for effete [[ClubKid metrosexuals]] who wouldn't know which end of a dagger to hold without a self-help book. Thus, the 1st/2nd edition TabletopGame/DungeonsAndDragons system is repeated.

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** ''HackMaster'' seems to be for people who think 3rd Edition ''TabletopGame/DungeonsAndDragons'' ''Dungeons & Dragons'' is for effete [[ClubKid metrosexuals]] who wouldn't know which end of a dagger to hold without a self-help book. Thus, the 1st/2nd edition TabletopGame/DungeonsAndDragons edition''Dungeons & Dragons'' system is repeated.



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[[folder: Third [[folder:Third Person Shooter ]]
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* ''ChampionsOnline'' toys with this. While the game operates primarily on a PointBuySystem, the predetermined Archetypes function much like a traditional WoW-Style character class, complete with multiple skill trees.

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* ''ChampionsOnline'' ''VideoGame/ChampionsOnline'' toys with this. While the game operates primarily on a PointBuySystem, the predetermined Archetypes function much like a traditional WoW-Style character class, complete with multiple skill trees.
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* The original ''DungeonsAndDragons'' is the archetypal example of this kind of system. Third edition added some point-build aspects (feats), as well as a very flexible multi-classing system. Fourth edition gave every class a fairly large palette of abilities for the player to choose from, but those abilities are almost always unique to that class.
** ''HackMaster'' seems to be for people who think 3rd Edition ''DungeonsAndDragons'' is for effete [[ClubKid metrosexuals]] who wouldn't know which end of a dagger to hold without a self-help book. Thus, the 1st/2nd edition DungeonsAndDragons system is repeated.

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* The original ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' is the archetypal example of this kind of system. Third edition added some point-build aspects (feats), as well as a very flexible multi-classing system. Fourth edition gave every class a fairly large palette of abilities for the player to choose from, but those abilities are almost always unique to that class.
** ''HackMaster'' seems to be for people who think 3rd Edition ''DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'' is for effete [[ClubKid metrosexuals]] who wouldn't know which end of a dagger to hold without a self-help book. Thus, the 1st/2nd edition DungeonsAndDragons TabletopGame/DungeonsAndDragons system is repeated.

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