I'm not keen on level or classes. I ask the players, "So, what level and class am I?"
Fred: "10th Level Air Traffic Controller, retired."
Me: "Only 10th?"
Fred: "Whatever the max is..."
But a person is not his job, a person is the sum of his skills. You are what you do.
As a soldier, we were annually tested to make sure we retained the skills believed to be appropriate for our occupations and respective ranks. Our standards were listed in a small pamphlet similar to this:
https://www.milsci.ucsb.edu/sites/secure.lsit.ucsb.edu.mili.d7/files/sitefiles/resources/STP%2021-1-SMCT,%20Warrior%20Skills,%20Level%201.pdf During the Medieval Period guilds held considerable wealth and political power, over which many historians debate as to their benefits and detrimental effects on society. Guilds were first recorded to exist in Sumer and they are still present in the form of private artisan societies and as labor unions, whose benefits and detriments to society are still up for debate.
Professional guilds provided a skill based rating system that was used to regulate the wages for a worker's labor. A Master could demand more than a Journeyman and a Journeyman could ask for more than an Apprentice. In that respect, a guild could be expected to ensure that a customer received the quality he expected at a uniform price. Guilds were the repositories of knowledge and were responsible for training and reviewing the skills of members.
As a guild member, a man had to meet a certain level of skill on a set number of tasks that would be observed or inspected in order to advance to the next rank. A furniture maker might be given the plans for a cabinet with a set time limit to build the project from a pile of wood to showroom floor condition. There were similar tests for the members of other guilds.
Guilds also imposed restrictions: A man who used a lathe to manufacture metal products was forbidden to turn wood items and vice versa.
How can a non-level system work? Games that use pure skill systems, like
Battletech and
Element Masters (later released as
Gatewars) award points to improve skills at regular intervals, such as after each session or after concluding a mission. Sometimes the players are allotted points during routine down time.
In RM, each level is awarded upon achieving so many experience points and upon reaching that level, a player is awarded DP with which to allocate among his skills. Easy enpugh -If I have 75 DP and the point difference between Level 4 and 5 is 10,000 then 10K divided by 75 would be 133.33 rounded down to 133. So every 133 experience points equals 1 DP.
What prevents a player from just putting points into the same skill? Skills that have received points could be marked every 75 DP/10K EP so they won't be over-allocated to a particular skill. In
Gatewars a skill didn't advance until a player used the skill and both succeeded and failed with that skill, which made advancing higher skills much slower, while in
Battletech advanced skills cost more.
After 5th level, the experience cost between levels is 20,000 so the points for each DP doubles to 266.66 rounded to 267.
Instead of awarding experience points, a GM could award a player's DP in increments up to 100%.
Let me know your thoughts and ideas.