History Main / ClassAndLevelSystem

14th May '17 3:54:54 PM nombretomado
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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.
27th Feb '17 7:04:54 PM Ferot_Dreadnaught
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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.
29th Oct '16 1:36:32 PM nombretomado
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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.
19th Oct '16 1:50:43 PM Pysiewicz
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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.
17th Oct '16 3:09:04 AM Morgenthaler
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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.
21st Sep '16 10:17:08 AM DragonRanger
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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).
25th Jun '16 5:00:41 PM nombretomado
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* ''DragonQuest'' examples:

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* ''DragonQuest'' ''VideoGame/DragonQuest'' examples:
18th Jun '16 6:48:15 PM nombretomado
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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.
1st Jun '16 8:19:19 AM ImpudentInfidel
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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.
23rd Jan '16 4:37:41 PM pinkdalek
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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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