Yeah, that's where I eventually got in my thinking as well. Pinning every action to a class type, and keeping score that way to progress the character. But without even approaching an actual game with that idea, i know i'd never be able to keep that up. Bookkeeping is not my forte. What i am still considering though, is an idea i picked up from a retro-clone style book. Level 0 characters. Their first adventure brings them into contact with magic and healing scrolls, thieve's tools, and basic weapons. Along with a few opportunities to use every one of them. It's not quite what i imagined, but might still be better than the standard declaration of class. Another idea might be defaulting every new character into multi-classing the four main types with flat xp costs for leveling. That way they only progress in the areas they want to. (I realize that they could already do this. But sometimes the only reason people don't use a good idea is because it's not presented to them.) Of course there would be obvious problems there as well. Parties in which everyone has access to even the most basic healing spell might decide they don't ever need a healer (and might be correct). I appreciate all the different system suggestions. I've only heard of a few of them before. The reason D&D was specified is because that's the system I know well enough to discuss intelligibly. I actually picked up a copy of the D6 books (fantasy, adventure, space, etc.) but have been massively uninterested in them from what I've read. Now I can go through and reread through the filter of this idea. Maybe it'll look better that way.