OK, the world at this point has a great number of class and level-based systems, in addition to archetype and point-based systems, and class and skill-based systems, and archetype and level systems. Heck, there are class/archetype hybrids and level/point-based hybrids as well! The world really has tried out all of the variations it could think of and at this point we really ought to know what the advantages and disadvantages of each way of doing things are. And to that extent, we should make our games from the position of knowing what those are.
Classes and Archetypes: A Class is like a little set of rails from which a character cannot escape. The obvious drawback of this is that regardless of whether the tracks are narrow or wide, there is the very real chance that a potential character concept you want to play will not fit into any of the available tracks. An Archetype is a character role that players are expected to fit into that is potentially achievable by multiple different game mechanical means. It is possible for a D&D character to be in the Cleric class and fulfill the Tank or Healer Archetypes. Some games set down archetypes that are equivalent to classes, some don't.
Points and Levels: A level is a point where your character arbitrarily improves in multiple different areas simultaneously. The obvious disadvantage is that character improvement "feels" very pixelated:
Meanwhile a point-based system is one in which character advancement is handled by purchasing individual bonuses one by one, which can potentially feel more organic."Wow! I feel as if I've passed some arbitrary experience value and gained more power!"
--Marcus
So why Classes and Levels?
The obvious answer is "legacy", but it's actually deeper than that. Levels produce a level of balance inherently that is very difficult to achieve in point-based systems. When a character gains a level, their offense and defense both improve, while in point-system generally offense and defense will rise separately (and often one or the other won't rise at all). This means that in a Level system the power level can extend much farther before it hits the ceiling A Class system's rails make character advancement easy, you just move down the rails to the next stop every time you can advance. It also makes explaining your character into a very easy task - you can be a "Shadow Knight" rather than having to explain every skill and power you've picked up.
The Strengths of Classes and Levels:
So if you're writing game mechanics for a system that depends upon levels and classes, you should try to write towards those strengths. That means that you should embrace the inherent balancing properties of the leveling system - that means that offenses and defenses should be neither divergent nor convergent, a leveling system can extend theoretically infinitely. At the very least you should make sure it extends a long way. Now, the class system should have a lot of customization inherent at the front end. People like 3rd edition's multiclass system alot, but it really does not work all that well. More appropriate would be a system like 2nd edition AD&D's Kit system. A class should be customizable at the beginning.
People shouldn't take complex sets of different classes to get their "gish" together. They should just be able to select being a fighter/magician at first level and have that scale.
-Username17
