I have been thinking about this for a while now, and I would like to hear some opinions on it. (Yeah, I realize this has been touched on, but I would like a more in-depth discussion, if that is possible.)
I know that in the past I have railed a bit against the class/level system, thinking it as being an anachronistic carry-over from a more popular, but not nearly as good system. Lately, though, I have come to believe that levels have something to add to the game.* Most, notably in the arena of initiative, surprise/awareness, and RRs. Basically, I now feel they represent a character's natural growth in these areas as they get more and more experienced. (In fact, I think that certain aspects shouldn't be choices, for the most part, but be a steady progressive increase in ability. Though augment-able through talents and such. Example: Initiative - For me, experience should definitely play a bigger part in this than just raw natural ability. This can be implemented in one of 3 ways: Add the character's Experience Level, add their skill ranks of what they are doing, or combine/average the two and add that to their initiative modifier. But I digress, and that is a topic for another thread.)
Instead of levels being: nothing....nothing....nothing....BAM!! Everything all at once. I would like to run them more like Earthdawn does. As the character goes, their skills progress until they get to a certain point, and then they are the next level and gain the profession's level benefits, if any. And, instead of XP, I would think just dispensing Development Points would be better; just have each level a set number of DPs (say 40, for this example) and each time they get a full 40, they level.
Now, I also don't like the rules imposed/fake way of enforcing moderation on how many ranks a character can go up and top out in any given skill. If a player wants to increase a skill to the exclusion of many others, than they can, they will just be a one-trick pony. Which, as an "adventurer" is a very bad idea. Also, as training time increases with each rank, they will be forced to have more and more down-time. (Not to mention, it should cost a whole heck of a lot more to get a master to train you, which is what you would need once you get to 20+ranks in a skill.)
What do you think?
*Still, not that crazy about professions/classes, but in HARP they aren't too restricting, at least, so they are doable. And that is another discussion anyway.