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[[quoteright:350:[[VideoGame/FinalFantasyTactics http://static.tvtropes.org/pmwiki/pub/images/FFT_job_screen_6921.jpg]]]]
->''"There are bodyguards, bouncers\\
TV announcers\\
Farmers, models\\
Unless your daddy's rich\\
You need la, la\\
An Occupation for you\\
''(How 'bout salesman, huh?)''"''
-->--'''{{Music/Sparks}}''', [[https://www.youtube.com/watch?v=7wkqgpzYQrw "Occupation"]]

A variation of the ClassAndLevelSystem where instead of a character being locked into a single class for the entire game, the player is free to switch between distinct classes ("jobs") at their leisure, to adapt their character or party to different situations as the game progresses. Most often seen in Eastern {{RPG}}s.

The ability to change a character's job is usually accessed through the party's menu outside of battle (though some games may instead require visiting a specific location to change jobs).

Each job has an associated Level independent of the character's own ExperienceLevel, which dictates their proficiency with the assigned job and unlocks new job skills and/or abilities as it levels up. For example, if you've never put a character on Mage duty, they will have a minimum Mage level (and only beginner-rank spells to use), whereas a character who has reached maximum Mage level will have a wide arsenal of magic at their command.

Another common feature is the ability to mix-and-match a limited amount of skills from one job onto another, such as allowing a Warrior to wield WhiteMagic and heal his comrades during battle, or allowing a Mage to equip a sword and shield instead of the usual staff or rod.

Exactly which jobs a character has access to varies: Sometimes the job system is completely freeform and a character can change to any available job, while other times it is hierarchial and [[PrestigeClass more powerful jobs]] must be unlocked by meeting certain prerequisites (such as mastering a the lesser jobs first).

Skills are generally handled in one of three ways -

# Skills are exclusive to the class - i.e. if a Warrior learns Guard at Level 5, only a character who is a Warrior at Level 5 or higher can use Guard.
# The character can assign the skill to one of their skill slots once they level up the job - i.e. anyone who levels up their Warrior class to Level 5 can assign Guard to their Skill Slots.
# The class must be maxed out before the skill can be assigned to another class - i.e. a Level 5 Warrior can use Guard, but Warrior must be maxed out before the character can use it as a Ranger/Wizard/etc.

Finally, when a character levels up, their current job may have an effect on their statistics -- this usually falls into three categories:

# Stats are tied to the class: A level 20 character in the Warrior class will always have the same stats as any other, and the Job Level is used to provide other effects.
# Stat ''gains'' are tied to the class, but the actual ''stats'' are tied to the character. If a Warrior gains +5 HP, +2 MP, +1 Attack per level-up while the Mage gains +2 HP, +5 MP, and +1 Intelligence per level-up, a character who has been a Warrior for 20 levels before changing to a Mage will be less [[SquishyWizard squishy]] than another who has been a Mage for the same 20 levels; however, their lower MP and Intelligence will hinder their effectiveness as a Mage compared to the other.
# A character has a set of 'base stats' independent of their job, but the job provides additional bonuses on top of these; such as a Warrior getting a 1.5x boost in attack power while a Mage gets a 1.5x boost to their magic power.

Compare StanceSystem; the JobSystem differs in that Stances often can be changed at any time in or out of battle, whereas Jobs can ([[TropesAreTools usually]]) only be changed outside of battle and/or at a specific location. Also, each character generally has a set of Stances unavailable to other characters, but Jobs are a roster available to any character. See FantasyCharacterClasses for some examples of available jobs.


* The MMORPG ''VideoGame/DreamOfMirrorOnline'' uses Type 1, so different jobs have different stats. But you can use skillsets from other jobs, with some mechanical limitation: you can't use skills that are ten level higher than you current job level, and efficiency is reduced when using skillsets from very different jobs (like spell casting if you are a sword fighter).
* ''VideoGame/EdenEternal'' Has a type 3, with basic classes for the WhiteMage, BlackMage, etc., plus the various [[PrestigeClass Prestige Classes]]
* ''VideoGame/PhantasyStarOnline2'' uses Type 1: players can learn skills on certain classes if they have enough skill points and unlocked certain skills on the class's SkillTree beforehand. The subclass system also allows the player to apply some of the stats and most of the skills of one class to their main class, allowing them to mix and match.
* Every character in ''VideoGame/AdventureQuestWorlds'' can acquire and max out as many classes as he or she wishes. The character can only use one class at a time and cannot change classes mid-battle, and while there is some overlap of skills between classes, the character is limited to the skills of his or her current class, and cannot pick and choose skills from different classes. Stats are also tied to class, and are modified by Enhancements placed on items. As a result, changing classes often means changing items as well, but considering that there are only a set number of enhancement categories, it's not hard for most players to put together some given "sets" for their general needs.
* ''VideoGame/KingdomOfLoathing'' does something similar to type 3. Every time you [[NewGamePlus beat the game and "ascend"]] you can choose a new class. Each ascension gives you some "karma," which you can spend to keep one or more skills from your current class (or other skills unrelated to classes), making it available permanently for any class (of the normal six, not counting special ones like Avatar of Boris or Zombie Slayer). Many skills are only useful for the class that normally learns them, but "perming" them is often still useful--it makes a skill available at level 1, i.e. as soon as you start a new game, even if you'd normally have to reach a much higher level for that skill to become available for training.

* ''Franchise/FinalFantasy''
** The TropeNamer here. Games from the main series featuring Job Systems include ''VideoGame/FinalFantasyIII'', ''VideoGame/FinalFantasyV'', ''VideoGame/FinalFantasyX2'' and ''VideoGame/FinalFantasyXIII''. It can also be found in all three of the ''VideoGame/FinalFantasyTactics'' games.
** Statistics-wise: ''X-2'' used the first method; ''III'' on the NES used the 2nd system but in the DS remake, it switched to the 1st system for everything except HP; ''Tactics'' used the second, and ''V'' used the third with the addition of Freelancer's having the highest stat boost for each stat in any of the classes they've mastered. ''XIII'' falls under none of the above; characters do not level up, but [[PointBuildSystem gain Crystogen Points to be distributed manually.]]
** Skill-wise: ''X-2'', ''XIII'', and both versions of ''III'' used the first scheme; ''Tactics'' used the second with the limit that you could only use your current job's skillset in addition to the ones mastered as one other class in addition to a passive ability, a counter ability, and (in the original ''Tactics'') a movement ability; ''V'' used the first method, except when you played as Freelancer you had all passive abilities (except [[PowerupLetdown Berserk]]) applied and your choice of any two active skills.
** ''VideoGame/FinalFantasyXI'' uses a version of type one, which is interesting seeing as it's an MMORPG and most [=MMOs=] tell you flat-out "AnAdventurerIsYou" and give you no recourse to change your class after you create your character. There are around 20 different jobs, though you only start with 6, and you can change them at any time by going to [[AHomeownerIsYou your Mog House]]. You can even pick a secondary job to complement your primary one after a certain point in the game.
** ''VideoGame/FinalFantasyXIV'' makes this an integral part of its gameplay with the "Armoury System", which allows a character to change classes at any time simply by equipping the appropriate weapon or tool (the various types of ItemCrafting each have their own class too, as does the gathering of materials ''for'' crafting). The classic ''Final Fantasy'' Jobs are utilized as {{Prestige Class}}es for the combat disciplines, sacrificing the ability to use as many cross-class skills, and thus versatility, for greater skill in their specific field. Instead of the usual "equip the skillset of a second job" of the series, classes and jobs can select up to 10 and 5 abilities from other classes, respectively, with every class offering a couple of abilities to choose from. Every class and job has stats tied directly to them so there is no risk of leveling up a White Mage (magic based job) and then switching to Warrior (physical based job).
** Used in ''VideoGame/FinalFantasyDimensions'' as well.
* Some ''VideoGame/DragonQuest'' games have it too: ''VideoGame/DragonQuestIII'' established the basic system, then it was expanded upon for ''VideoGame/DragonQuestVI'', ''VideoGame/DragonQuestVII'' and ''VideoGame/DragonQuestIX''. Generally stats are tied to the level of your current class (you may not even have a level separate from class), spells are tied to the class, and non-spell abilities are tied to the character (though skills based on a weapon still require that weapon for use and you have to max skill in a weapon for every class to use it).
* ''Franchise/FireEmblem'' has included reclassing since the 11th title (a remake of the [[VideoGame/FireEmblemAkaneia first]]).
* ''BlueDragon'' is basically ''VideoGame/FinalFantasyV'''s job system.
* The ''VideoGame/{{Tales of the World}}'' spin offs of the ''VideoGame/TalesSeries'' has them too, an interesting variation, since ''Tales of the World'' is an action RPG. Also, several "classes" are main characters from other ''Tales'' games.
* The ''VideoGame/OgreBattle'' series, of which ''Tactics Ogre'', ''VideoGame/FinalFantasyTactics''' [[SpiritualSuccessor Spiritual Predecessor]], is a part of, has this.
* ''VideoGame/GoldenSun'''s class system, which relies on {{Mons}} and the odd UpgradeArtifact.
* ''VideoGame/{{Wizardry}}'' reset your level and stats when you changed class, but not your HP, your spell list or skills, which was all that really mattered for many classes. Also the TropeCodifier and possibly the Ur-Example.
* ''VideoGame/BravelyDefault'' is strongly reminiscent of Final Fantasy V's system: While each character has slightly different base stats which increase at level up, these are modified by a set amount based on the active job. Additionally, each character can have access to any other class's set of active commands, as well as up to 5 passive skills chosen from those unlocked across all classes.
* ''VideoGame/FantasyLife'' uses a Job System where your selected Life Class determines which stats are boosted, in addition to each class having skills unique to them. The basic functions of each class can be used by any class, though: a Paladin is still capable of fishing like an Angler or crafting like a Blacksmith, for instance.
* In ''VideoGame/PlanescapeTorment'', the Nameless One can switch among Fighter, Thief, and Wizard with some training. This represents his numerous past lives. The other characters are fixed.
* ''VideoGame/XenobladeChroniclesX'': Each character is pre-designated to one of the game's [[http://www.youtube.com/watch?v=eF2YzesZiBo 15 job classes]], but your [[HelloInsertNameHere player created avatar]] is the only one allowed to switch between them. The one you choose determines which weapons you can equip and which Arts you can learn. Once your skill level reaches lvl.10, the class is mastered, allowing you to retain all Arts and Class Skills acquired from it and branch into the advanced subdivisions of that class. Once you fully master a subdivision branch, you can use the weapons/Arts of that branch in any other class.

* Oddly enough, ''TabletopGame/DungeonsAndDragons'' Third Edition is pretty damn close to being a Job System by this definition. Though the EXP penalties (that most groups don't bother with) are there to keep ''too'' much abuse.
** The Chameleon class from ''Races of Destiny'' has abilities similar to multiple classes (including combat bonuses, stealth bonuses and multiple types of spellcasting) but can only use one set at once, and requires an extended amount of time to switch between them. Likewise the Binder class from ''Tome of Magic'' brushes on this trope due to its central mechanic being [[SummoningRitual summoning entities]] into its body to [[PowersViaPossession gain their skills and powers]].
** ''TabletopGame/{{Pathfinder}}'', with its usual preference for carrot over stick, eliminated experience penalties altogether, replacing them with bonuses for increasing your level in your "favored" class. As with earlier editions of D&D, it's usually better to master one class than spread yourself too thin.
** The ''TabletopGame/LegendSystem'', a d20 RPG created by fans, is based on a kind of Job System. Each character must choose three to four "tracks", with each track representing a self-contained set of abilities. The flexibility is central to the system, and you can mix-and-match tracks (subject to multiclassing rules, but they are pretty flexible themselves, imposing no penalty for doing so) to make lots of different, unique characters.
** Elves in the earliest editions of ''Dungeons and Dragons'' could choose, once a day, whether to be a Fighter or a Magic User, with all the abilities and restrictions of each class.
* In ''TabletopGame/FlashPointFireRescue'', the players can perform a "crew change", replacing their current specialist gear and skills with any other set that is not yet in play, at any time by returning to the fire engine.

* ''VideoGame/WildARMsXF''
* The ''Reclass'' system in ''[[VideoGame/FireEmblemAkaneia Fire Emblem: Shadow Dragon]]'' allowed for units (except Marth, ballisticians, thieves, and manaketes) to change into other classes, though there are some restrictions like the class selection being limited to three sets of classes based on gender and the unit's initial class, as well as limits as to how many units can be that specific class (How many units that join as that class initially + 1). When (ab)used with certain characters such as Wolf or Sedgar, this has the potential to make the the unit a walking GameBreaker by inheriting the class's base stats and gains into the units own, eventually leading to certain units with insane stats come endgame.
* ''VideoGame/VandalHearts'' has each character start as one of four basic classes, Soldier, Archer, Healer and Mage. When they reach level 10 they can choose to become an upgraded form of their current class or switch to a more specialised type. Soldiers can become "Armours", with huge attack and defense but terrible movement and magic defense that makes them useless. Archers can become "Flyers", who move fast, ignore terrain and have high attack at expense of a massive weakness to arrows, and are fairly useful if a bit fragile. Healers and Mages can choose to become a "Monk", with average stats everywhere, the inability to equip good defensive gear and a hodgepodge of middling healing and supportive spells and low level attack spells with a magic power that never really raises above the base class'.\\
The Hero also has his own unique class, the Hero -> Champion -> Paragon. But obtaining the Seven Holy Prisms (requires at least one flyer) and then completing the Seven Trials of Torroah unlocks his super secret class the Vandalier. It uses unique equipment, has massive stats in every area, knows every spell your team can learn and blocks all attacks from the front and sides. You only get to use it for about three or four fights though.
* Unlike its predecessors, ''VideoGame/ValkyriaChroniclesIII'' allows every character to change class, although each character has two classes that they excel at. This even applies to characters from [[VideoGame/ValkyriaChronicles previous]] [[VideoGame/ValkyriaChroniclesII games]].

[[AC:Miscellanous Games]]
* In ''Little Alchemist'', you're prompted to select a class for your character at the start of the game -- [[TheMedic Healer]], [[StatusBuff Enchanter]], or [[UnblockableAttack Elementalist]] -- which affects your starting deck, but you can freely switch to a different class any time outside of battle.