What you're quoting:
This is the only mention of a class starting from level 1 outside of your own, which mine was in reply to:
So, how have I neglected your responses to the concept? I've responded directly to the only one you've directly made.
To reiterate, if clarity was the issue -- your not wanting to start off at level 1 is irrelevant to classes/jobs; there's no rule assigning classes to start at level 1, only incidence.
IF one removes the entire concept of armory and the armory system, this is true. But otherwise the removal of classes means one thing only -- that every job is its own class, while each class (and therefore job, barring the offending summoner/scholar) remains defined by a unique weapon type. Take that out, and now why can't a Paladin use an axe, and simply mode change by other form between axe-wielding jobs? I'm not saying that'd be worse, by any means, only that it's yet another change, and one around which animations and, where potentially distinct, mechanics and/or damage types have not been worked.
Fair enough.
To me, the advantage might not be functionally significant, but it is significant to maintaining at least a semblance of sense in character progression.
Jobs at present, thematically if not wholly, are essentially specialized skillsets only partly relevant to weapon choice. Dragon skills, Paladin arts, the Dark Arts, White Magic, Black Magic, Red Magic -- none of these necessitate their weapon choices, or even surrounding skillsets. They merely synergize better or worse with different types, much like Role Skills and particular encounters. And yet a basic skillset is essential. Even if we were given a more meaningful tools-and-devices Machinist it would still have time to fill between device usage; it would be that part augmenting a pistol-user in another direction. A Bard still needs something to do whilst singing; that could have been hacking, slashing, or stabbing, but to be amid a ranged-capable army, and better protected from the heat of battle, a bow is a more sensible choice. And yet because each is part-and-parcel with the weapon type, one cannot choose variants. There is no between Archer and Bard, nor a variant that extends pure bow mastery itself or other tactics not related to songs, raid auras, and spot-buffs, because it is already eclipsed by Bard.
Now, yes, you can make a Ranger from scratch, starting it at whatever level, from some 49 levels more skilled with a bow when starting as a Ranger as opposed to (what will become) a Bard to having unlearned some 49 levels of bowmanship despite near or wholly identical origins. That does not make sense to me. I honestly do not care what you call the tangential vehicles of our experience, be they classes or jobs or professions or paths or whatever, as long as we do not fully revert within a given primary vehicle for experience (our weapon). Ideally, at least until such time as a class can be viable in its own right, I feel that experience in any class should halt upon reaching any branching point for jobs, and unless a job branches off yet another (i.e advanced jobs), those branches should occur simultaneously. The devices of a Machinist are irrelevant to a Corsair. Both were gunners, and that's where their similarities ended.



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