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* In ''VideoGame/{{dnd}}'', you pick a class at the start of the game and the effectiveness of each of these abilities increase as you level up.
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* The ''VideoGame/EarthDefenseForce'' series, particularly starting with ''VideoGame/EarthDefenseForce2025'', has four classes with different weapons and capabilities: Rangers, well-rounded and versatile foot soldiers who can wield a wide array of weapons; Wing Divers, [[AmazonBrigade female soldiers]] with superior mobility thanks to their [[JetPack Jet Packs]] and an array of powerful energy weapons ([[GlassCannon albeit at the cost of reduced armor]]); Fencers, heavily armored DualWielding soldiers with massive and hard-hitting weapons ([[MightyGlacier which also compromises their mobility]]); and Air Raiders, who cannot deal damage directly, but can call in air strikes and vehicle deliveries. These classes get stronger by collecting weapon and armor drops from slain aliens, and the higher the difficulty of a mission, the better those drops get.
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* ''VideoGame/NexusClash'' allows players to choose a class at an early level, which pivotally locks them into alignment as an Angel, Demon or neither. Subsequent class choices are more powerful versions of these early choices, some of which are more drastic changes from the original change than others.
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* The original ''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.

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* The original ''TabletopGame/DungeonsAndDragons'' is possibly the archetypal example [[TropeMakers Trope Maker]] and definitely the TropeCodifier 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. Perhaps every gaming example on this page is directly imitating or responding to D&D's use of this trope. D&D was doing multiclass characters, dual class characters, and PrestigeClass as early as first edition.
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* ''VideoGame/XCOM2'' uses the same system as ''Enemy Uknown'', albeit with some changes made to the classes: Assaults are rebranded as Rangers and are given a CoolSword along with a shotgun, Heavies are now Grenadiers and have a greater emphasis on explosive ordinance and heavy armor, Snipers are Sharpshooters and have more options for close-quarters fighting with pistols, and Supports are Specialists and are given an AttackDrone for long-ranged healing and anti-robot combat. Psychic soldiers are now treated as a separate class called Psi-Operatives and level up by training in a Psi Lab instead of gaining experience on missions. The DLC "Shen's Last Gift" adds another class in [=SPARKs=], MechaMooks that function in a similar capacity to MEC Troopers from ''Enemy Within'' and level up through upgrades the same way that Psi-Operative level up in the Psi Lab. Being wholly artificial, they also benefit from an immunity to psychic status ailments.

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* ''VideoGame/XCOM2'' uses the same system as ''Enemy Uknown'', albeit with some changes made to the classes: Assaults are rebranded as Rangers and are given a CoolSword along with a shotgun, Heavies are now Grenadiers and have a greater emphasis on explosive ordinance and heavy armor, Snipers are Sharpshooters and have more options for close-quarters fighting with pistols, and Supports are Specialists and are given an AttackDrone for long-ranged healing and anti-robot combat. Psychic soldiers are now treated as a separate class called Psi-Operatives and level up by training in a Psi Lab instead of gaining experience on missions. The DLC "Shen's Last Gift" adds another class in [=SPARKs=], MechaMooks that function in a similar capacity to MEC Troopers from ''Enemy Within'' and level up through upgrades the same way that Psi-Operative level up in the Psi Lab.Lab (and upgrades to one SPARK are conveyed to all [=SPARKs=]). Being wholly artificial, they also benefit from an immunity to psychic status ailments.
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* ''VideoGame/XCOM2'' uses the same system as ''Enemy Uknown'', albeit with some changes made to the classes: Assaults are rebranded as Rangers and are given a CoolSword along with a shotgun, Heavies are now Grenadiers and have a greater emphasis on explosive ordinance and heavy armor, Snipers are Sharpshooters and have more options for close-quarters fighting with pistols, and Supports are Specialists and are given an AttackDrone for long-ranged healing and anti-robot combat. Psychic soldiers are now treated as a separate class called Psi-Operatives and level up by training in a Psi Lab instead of gaining experience on missions. The DLC "Shen's Last Gift" adds another class in [=SPARKs=], MechaMooks that function in a similar capacity to MEC Troopers from ''Enemy Within'' and level up through upgrades the same way that Psi-Operative level up in the Psi Lab. Being wholly artificial, they also benefit from an immunity to psychic status ailments.
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** Players weren't exactly pleased when it was announced the incoming Witcher game by R. Talsorian Games is going to be class-based, with ''heavy'' restrictions for each class.

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** Players weren't exactly pleased when it was announced the incoming Witcher game by R. Talsorian Games is going to would be class-based, with ''heavy'' restrictions for each class.



* 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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* Much like the MMO examples above, ''LogHorizon'' ''LightNovel/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.



* In ''Series/Farscape'' Delvian religious leaders work like this. The main character Zhaan levels up from a level 9 to level 10 Pa'u in one story, then uses her new abilities to solve the current crisis.

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* In ''Series/Farscape'' ''Series/{{Farscape}}'', Delvian religious leaders work like this. The main character Zhaan levels up from a level 9 to level 10 Pa'u in one story, then uses her new abilities to solve the current crisis.
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* ''TabletopGame/{{Pugmire}}'' is based on a stripped-down version of D&D 5E with "callings" for classes, but instead of a class feature progression table characters choose a "trick" (similar to feats) from a list associated with their calling or breed (race) every time they level up.
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* ''VideoGame/PAYDAY2'' has five classes you can distribute skill points into, each with exclusive bonuses and specials but you can (and indeed are encouraged to) mix and match skills from different classes:
** [[TheLeader The Mastermind]] has team bonuses and focuses on leadership and situation manipulation. Doubles as the team's CombatMedic, hands out buffs to the team like an air hostess with a bowl of sweets, can take hostages from civilians and enemies, and gets extra proficiences from assault rifles and sniper rifles.
** The Enforcer is a MightyGlacier or a LightningBruiser who focuses on massive damage and high armour, and specialises in using shotguns and the circular saw that can cut through locks, safety deposit boxes... or cops.
** The Technician is all about completing objectives and using nifty gadgets. He can deploy explosive mines, tripwires, sentry guns and C4, and also keep the drill working more smoothly. Their weapon of choice is anything that fires full-auto, be it the lighter sub-machineguns or the heavier machineguns.
** The Ghost is a stealth specialist. They can use ECM Jammers to mess with cop's equipment, disable cameras and pick locks much quicker than anyone else. When things go loud [[FragileSpeedster they rely on high mobility and critical damage]], able to sprint in any direction and dodge bullets. They prefer small weapons that can be silenced and easily concealed.
** The Fugitive is an oddball class that gains bonuses from being revived and being really effective in close combat with pistols (either single or dual-wielded) or melee weapons, so it pays to be super aggressive with this class.
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Removing Understatement pothole as per here


* ''TabletopGame/TheWitcherGameOfImagination'' intentionally - and vocally - averts this. Players are free to pick whatever skills they want, as long as it follows the logic of the setting itself [[note]]Essentially meaning you can't be in the same time mage and witcher, but everything else is a free game[[/note]]. There is absolutely nothing stopping mages from taking up few ranks in Armed Combat (hell, they are ''encouraged'' to do so) or non-scholars having high Knowledge skills, there are no restrictions on what gear can be used by who and so on and forth, giving extreme flexibility. And instead of levels, the system resolves everything by buying higher ranks (or new skills) directly from experience earned in the end of scenario. So even if the character started as some sort of archetype, it can easily evolve over the course of the game to adress all the needs or desires and never ending up with CripplingOverspecialization.
** Players [[{{Understatement}} weren't exactly pleased]] when it was announced the incoming Witcher game by R. Talsorian Games is going to be class-based, with ''heavy'' restrictions for each class.

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* ''TabletopGame/TheWitcherGameOfImagination'' intentionally - and vocally - averts this. Players are free to pick whatever skills they want, as long as it follows the logic of the setting itself [[note]]Essentially meaning you can't be in the same time mage and witcher, but everything else is a free game[[/note]]. There is absolutely nothing stopping mages from taking up few ranks in Armed Combat (hell, they are ''encouraged'' to do so) or non-scholars having high Knowledge skills, there are no restrictions on what gear can be used by who and so on and forth, giving extreme flexibility. And instead of levels, the system resolves everything by buying higher ranks (or new skills) directly from experience earned in the end of scenario. So even if the character started as some sort of archetype, it can easily evolve over the course of the game to adress address all the needs or desires and never ending up with CripplingOverspecialization.
** Players [[{{Understatement}} weren't exactly pleased]] pleased when it was announced the incoming Witcher game by R. Talsorian Games is going to be class-based, with ''heavy'' restrictions for each class.
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* ''d20 Modern'' has six basic classes, each of which is tied to one of the six d20 ability scores. These basic classes provide little more than talents, skills, hit points and bonus feats. At a certain point, players are expected to dip in to an Advanced Class appropriate to the setting. For example, an UrbanFantasy character might go from Smart Hero to Mage. These Advanced Classes eventually lead to PrestigeClasses, which function much the same as their D&D counterparts.
* ''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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* ''d20 Modern'' has six basic classes, each of which is tied to one of the six d20 ability scores. These basic classes provide little more than talents, skills, hit points and bonus feats. At a certain point, players are expected to dip in to an Advanced Class appropriate to the setting. For example, an UrbanFantasy character might go from Smart Hero to Mage. These Advanced Classes eventually lead to PrestigeClasses, {{Prestige Class}}es, which function much the same as their D&D counterparts.
* ''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 Lightsaber proficiency, but a scoundrel Scoundrel dipping into Jedi can only choose one. Otherwise, Multiclassing is strongly encouraged.
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Linking directly instead of through redirect.


When CharacterClassSystem meets CharacterLevel. The oldest, and arguably the most popular, type of GameSystem. A player chooses a [[CharacterClassSystem class]] at character creation, and as the game is played, the character will earn {{Experience Point}}s; when they earn enough, they will advance to the next CharacterLevel, which will grant them new abilities and improve old ones ([[EmptyLevels usually]]).

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When CharacterClassSystem meets CharacterLevel. The oldest, and arguably the most popular, type of GameSystem. A player chooses a [[CharacterClassSystem class]] at character creation, and as the game is played, the character will earn {{Experience Point}}s; ExperiencePoints; when they earn enough, they will advance to the next CharacterLevel, which will grant them new abilities and improve old ones ([[EmptyLevels usually]]).
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Elder Scrolls cleanup


** The first four games in the main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of this system (with a few quirks varying by game). In general, at the start of the game, you choose a class (or create a custom class) which comes with a set of preferred skills which each get a decent initial bonus. With every 10 (15 in ''Daggerfall'') increases of these skills, you gain a CharacterLevel. The character level allows you to increase some of your Attributes (Strength, Intelligence, etc.), with multipliers based on the amount of times you leveled up the skills which those attributes govern. (For example, if you increase Heavy Armor 10 times, you'll get a x5 multiplier to Endurance, which governs the Heavy Armor skill. ''Arena'' and ''Daggerfall'' give you a randomly generated number of points to distribute anywhere, instead.) In each game (and especially ''Oblivion''), EmptyLevels or even a ParabolicPowerCurve are possible if you level up weak attributes like [[DumpStat Personality]] or get too many x1 multipliers. (More details about this are available on the EmptyLevels trope page.)

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** The first four games in the main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of this system (with a few quirks varying by game). In general, at the start of the game, you choose a class (or create a custom class) which comes with a set of preferred skills which each get a decent initial bonus. With every 10 (15 in ''Daggerfall'') increases of these skills, you gain a CharacterLevel. The character level allows you to increase some of your Attributes (Strength, Intelligence, etc.), with multipliers based on the amount of times you leveled up the skills which those attributes govern. (For For example, if you increase Heavy Armor 10 times, you'll get a x5 multiplier to Endurance, which governs the Heavy Armor skill. ''Arena'' (''Arena'' and ''Daggerfall'' instead give you a randomly generated number of points to distribute anywhere, instead.to any of your Attributes.) In each game (and especially ''Oblivion''), EmptyLevels EmptyLevels, or even a ParabolicPowerCurve ParabolicPowerCurve, are possible if you level up weak attributes like non-combat Attributes (like [[DumpStat Personality]] Personality]]) or get too many x1 multipliers. (More details about this are available (This is explained in greater detail on the EmptyLevels trope page.)
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** The first four games in the main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of this system (with a few quirks varying by game). In general, at the start of the game, you choose a class (or create a custom class) which comes with a set of preferred skills which each get a decent initial bonus. With every 10 increases of these skills, you gain a CharacterLevel. The character level allows you to increase some of your Attributes (Strength, Intelligence, etc.), with multipliers based on the amount of times you leveled up the skills which those attributes govern. (For example, if you increase Heavy Armor 5 times, you'll get a x5 multiplier to Endurance, which governs the Heavy Armor skill.) In each game (and played UpToEleven in ''Oblivion''), EmptyLevels (or at least inefficient levels) are possible if you don't carefully monitor your skill increases for the maximum amount of multipliers per level. (More details about this are available on the EmptyLevels trope page.)

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** The first four games in the main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of this system (with a few quirks varying by game). In general, at the start of the game, you choose a class (or create a custom class) which comes with a set of preferred skills which each get a decent initial bonus. With every 10 (15 in ''Daggerfall'') increases of these skills, you gain a CharacterLevel. The character level allows you to increase some of your Attributes (Strength, Intelligence, etc.), with multipliers based on the amount of times you leveled up the skills which those attributes govern. (For example, if you increase Heavy Armor 5 10 times, you'll get a x5 multiplier to Endurance, which governs the Heavy Armor skill.skill. ''Arena'' and ''Daggerfall'' give you a randomly generated number of points to distribute anywhere, instead.) In each game (and played UpToEleven in especially ''Oblivion''), EmptyLevels (or at least inefficient levels) or even a ParabolicPowerCurve are possible if you don't carefully monitor your skill increases for the maximum amount of multipliers per level.level up weak attributes like [[DumpStat Personality]] or get too many x1 multipliers. (More details about this are available on the EmptyLevels trope page.)

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Elder Scrolls cleanup


* ''Franchise/TheElderScrolls'' games tend to be hard at the onset no matter what you do because of your low (arguably fair) chance to succeed at anything you do, and it is insisted that you train in a combat skill regardless of what your build is. The older games have guides explaining the way stats work and the peculiar hoops you have to jump through to maximize them properly.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' does away with traditional classes entirely.

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* ''Franchise/TheElderScrolls'' ''Franchise/TheElderScrolls''
** The first four
games tend to be hard in the main series[[note]]''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[[/note]] all have similar variations of this system (with a few quirks varying by game). In general, at the onset no matter what start of the game, you do because choose a class (or create a custom class) which comes with a set of preferred skills which each get a decent initial bonus. With every 10 increases of these skills, you gain a CharacterLevel. The character level allows you to increase some of your low (arguably fair) chance to succeed at anything Attributes (Strength, Intelligence, etc.), with multipliers based on the amount of times you do, and it is insisted that leveled up the skills which those attributes govern. (For example, if you train increase Heavy Armor 5 times, you'll get a x5 multiplier to Endurance, which governs the Heavy Armor skill.) In each game (and played UpToEleven in a combat ''Oblivion''), EmptyLevels (or at least inefficient levels) are possible if you don't carefully monitor your skill regardless of what your build is. The older games have guides explaining increases for the way stats work and maximum amount of multipliers per level. (More details about this are available on the peculiar hoops you have to jump through to maximize them properly.
EmptyLevels trope page.)
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' does overhauls the series' system, doing away with traditional classes entirely.and attributes entirely. Borrowing a bit from its Creator/{{Bethesda}} ''VideoGame/{{Fallout}}'' sister series, ''Skyrim'' brings in elements of SkillScoresAndPerks instead.
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Namespace


* Similarly to the ''Diablo'' example above, in ''[[DemonsSouls Demon's Souls]]'' the class you choose only affects which items you start with and your initial stats, but from that moment onwards, you can increase whatever stats you wish and it is very possible for a mage to end up wielding a Dragon Bone Smasher (a gigantic sword).

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* Similarly to the ''Diablo'' example above, in ''[[DemonsSouls Demon's Souls]]'' ''VideoGame/DemonsSouls'' the class you choose only affects which items you start with and your initial stats, but from that moment onwards, you can increase whatever stats you wish and it is very possible for a mage to end up wielding a Dragon Bone Smasher (a gigantic sword).
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* ''{{Wizard101}}'' follows this formula, although it uses a more simplified version, for the benefit of its younger gamers.
** ''{{Pirate101}}'' being the sister of the above game follows the same pattern.

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* ''{{Wizard101}}'' ''VideoGame/{{Wizard101}}'' follows this formula, although it uses a more simplified version, for the benefit of its younger gamers.
** ''{{Pirate101}}'' ''VideoGame/{{Pirate101}}'' being the sister of the above game follows the same pattern.
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** ''VideoGame/DiabloIII'' alters the formula a little. While you still have a number of different classes to choose from, leveling up your character no longer gives you points to invest in stats or skill trees; instead, your stats get increased automatically, and you unlock some combination of new skills, skill runes, and passives. In other words, the bulk of your customization is going to come from the gear and skills you have equipped. Once a character reaches max level, they start earning Paragon levels, which act a bit more like levels from the previous games; each Paragon level gives you a point to invest in one of sixteen stats split among four categories (Core Stats, Offensive, Defensive, and Utility). However, unlike any other kind of level in the series, Paragon levels are theoretically unlimited and shared between characters of the same type (normal, seasonal, hardcore, or [[BreadEggsBreadedEggs hardcore seasonal]]).
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It's all fiction, aint it?


[[folder:Fiction]]

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[[folder:Fiction]][[folder:Non-Game Media]]
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* ''TransformersWarForCybertron'' has a multiplayer character system that's equal parts this and ''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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* ''TransformersWarForCybertron'' ''VideoGame/TransformersWarForCybertron'' has a multiplayer character system that's equal parts this and ''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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Circular links.


The JobSystem is a specific version of the ClassAndLevelSystem, where classes level independently of each other; each class is like a different character, and the character can switch between them at will.

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The JobSystem is a specific version of the ClassAndLevelSystem, Class and Level System, where classes level independently of each other; each class is like a different character, and the character can switch between them at will.



* 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.
* ''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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* 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, Class and Level System, 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.
* ''VideoGame/CityOfHeroes'' has a fairly traditional ClassAndLevelSystem, Class and Level System, 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.



* ''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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* ''Franchise/MassEffect'' plays with this. The ClassAndLevelSystem Class and Level System 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).



* The Palladium system, used in ''TabletopGame/{{RIFTS}}'' and all other games published by Palladium Press, is a pure ClassAndLevelSystem.

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* The Palladium system, used in ''TabletopGame/{{RIFTS}}'' and all other games published by Palladium Press, is a pure ClassAndLevelSystem.Class and Level System.
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* ''GuildWars'' allows players to take two classes at a time, though they only get the signature ability of their primary class.
* ''GuildWars2'' toys with the system. Classes and Levels still function as normal, but the meat of the game relies on what skills you have equipped. Skills are unlocked by equipping weapons in combination, or purchasing them with points you find in the wild. You do get one skill point and a rank in a specialization tree per level, however.

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* ''GuildWars'' ''VideoGame/GuildWars'' allows players to take two classes at a time, though they only get the signature ability of their primary class.
* ''GuildWars2'' ''VideoGame/GuildWars2'' toys with the system. Classes and Levels still function as normal, but the meat of the game relies on what skills you have equipped. Skills are unlocked by equipping weapons in combination, or purchasing them with points you find in the wild. You do get one skill point and a rank in a specialization tree per level, however.
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* ''TabletopGame/TheWitcherGameOfImagination'' intentionally - and vocally - averts this. Players are free to pick whatever skills they want, as long as it follows the logic of the setting itself [[note]]Essentially meaning you can't be in the same time mage and witcher, but everything else is a free game[[/note]]. There is absolutely nothing stopping mages from taking up few ranks in Armed Combat (hell, they are ''encouraged'' to do so) or non-scholars having high Knowledge skills, there are no restrictions on what gear can be used by who and so on and forth, giving extreme flexibility. And instead of levels, the system resolves everything by buying higher ranks (or new skills) directly from experience earned in the end of scenario. So even if the character started as some sort of archetype, it can easily evolve over the course of the game to adress all the needs or desires and never ending up with CripplingOverspecialization.
** Players [[{{Understatement}} weren't exactly pleased]] when it was announced the incoming Witcher game by R. Talsorian Games is going to be class-based, with ''heavy'' restrictions for each class.
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* ''HackMaster'' uses the 1st/2nd edition''Dungeons & Dragons'' system as inspiration.
* The similarly vintage ''{{Traveller}}'' science-fiction role playing game had classes (Careers), but not class-levels in the classic style, opting instead for various Skill Levels (Pilot 1-3, Handguns 1-3 etc). Famous too for a character-generation system that forces players to make a tradeoff between being 18 (full stats, no skills) and, say, 54 (many skills, but stats reduced due to aging). Just to keep the pressure on, there is a significant chance that your character will ''die'' during generation.
* The Palladium system, used in ''{{RIFTS}}'' and all other games published by Palladium Press, is a pure ClassAndLevelSystem.

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* ''HackMaster'' ''TabletopGame/HackMaster'' uses the 1st/2nd edition''Dungeons & Dragons'' system as inspiration.
* The similarly vintage ''{{Traveller}}'' ''TabletopGame/{{Traveller}}'' science-fiction role playing game had classes (Careers), but not class-levels in the classic style, opting instead for various Skill Levels (Pilot 1-3, Handguns 1-3 etc). Famous too for a character-generation system that forces players to make a tradeoff between being 18 (full stats, no skills) and, say, 54 (many skills, but stats reduced due to aging). Just to keep the pressure on, there is a significant chance that your character will ''die'' during generation.
* The Palladium system, used in ''{{RIFTS}}'' ''TabletopGame/{{RIFTS}}'' and all other games published by Palladium Press, is a pure ClassAndLevelSystem.

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** ''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.

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** ''VideoGame/DragonQuestVI'': Characters ''VideoGame/DragonQuestIII'' keeps it simple: you can switch classes at any time, but each class is leveled separately and has its own unique set of spells with no carryover.
** ''VideoGame/DragonQuestVI'' and ''VideoGame/DragonQuestVII'': Character
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.change (in most cases, anyway; a remake of ''VII'' restricted this so that spells from basic classes are kept but those from {{Prestige Class}}es aren't).
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* ''DragonQuest'' examples:

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* ''DragonQuest'' ''VideoGame/DragonQuest'' examples:
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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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* LegendOfTheFiveRings ''TabletopGame/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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* In ''Series/Farscape'' Delvian religious leaders work like this. The main character Zhaan levels up from a level 9 to level 10 Pa'u in one story, then uses her new abilities to solve the current crisis.
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** ''VideoGame/FinalFantasyVII'' is an unusual example, in that each character was given a class during development, but it only persists in initial equipment/stats/design and the LimitBreak techniques. For instance, Cloud was listed as a Mystic Knight/Berserker and comes equipped with a sword, black magic and Limit Breaks focused around huge physical damage output or inflicting statuses on enemies, but the player can load him up with healing magic and hide him in the back row if they want to.
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** ''HackMaster'' seems to be for people who think 3rd Edition ''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''Dungeons & Dragons'' system is repeated.

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

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