As is typical of any RPG, turn-based RPGs often present your character progression through a leveling system. The most traditional version of this system, and the one you'll see in virtually every RPG on the market, is where you gather XP until you reach a threshold, then you get a stat boost, a skill point, or both through which you can improve your character and party members.

These next turn-based RPGs still feature a leveling system to some degree, but they put a fun and entirely welcome twist on the genre standard. They may not be reinventing the wheel (although in some cases, they aren't far off), but they each display an innovative take on one of the RPG genre's most tried and true mechanics, and they may even have some lessons to offer any new RPGs that are still gestating.

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Final Fantasy 10

The Sphere Grid Is Open To All Kinds Of Ideas

final-fantasy-10-cover-art
Final Fantasy 10
Released
December 17, 2001

WHERE TO PLAY

DIGITAL
PHYSICAL

ESRB
T for Teen: Mild Blood, Mild Suggestive Themes, Violence
Developer(s)
Square Enix
Genre(s)
JRPG

We'll start with the system that inspired this list: Final Fantasy 10's Sphere Grid. The idea isn't all that revolutionary by today's standards—Path of Exile's system works in largely the same way, albeit without companions in the mix—but back in 2001 it was a major watershed moment for RPGs and video games in general.

There are technically two progression systems in FF10: the Sphere Grid and the Expert Sphere Grid. The standard Sphere Grid works like your typical skill tree. The big thing with the Expert Sphere Grid was that each companion character's skills were contained within one big, unified tree. Naturally, you could follow their designated path (making Yuna a white mage, for example), but you could also completely revamp them into something unexpected. This level of classless progression freedom was pretty unprecedented at the time, and allowed for a lot of creative expression that previous turn-based RPGs couldn't match.

Riviera: The Promised Land

Everything Gains Levels. Everything

Riviera: The Promised Land Tag Page Cover Art
Riviera: The Promised Land
JRPG
Systems
Released
July 16, 2024

WHERE TO PLAY

DIGITAL

ESRB
T for Teen - Mild Fantasy Violence, Partial Nudity, Sexual Themes, Use of Drugs
Developer(s)
Sting
Genre(s)
JRPG

Originally released for the WonderSwan Color (show of hands for who remembers that portable console), Riviera: The Promised Land was later ported to the Game Boy Advance in 2004, the PSP in 2006, and even Nintendo Switch and PC in 2024. It sports a traditional JRPG setup where a promised hero must defeat four evil entities with the help of his girl squad companions and a cat familiar.

What makes Riviera's leveling system so unique is that every item you use is tracked and increases its own meter, and I mean every item. Sure, using a sword or a dagger will upgrade that weapon's mastery, but health potions have their own progression as well that increases when you use them. Max out a level on any item or weapon, and you receive a stat boost. There's also a durability mechanic, which encourages you to switch out your weapons and items often to avoid breaking them, but has a secondary bonus of letting you level up more weapons than just your main.

Final Fantasy Tactics

All Roads Lead To Mime

Final Fantasy Tactics Tag Page Cover Art
Final Fantasy Tactics
Tactical
RPG
Systems
Released
June 20, 1997
ESRB
T For Teen // Mild Language, Violence

Developer(s)
Square
Genre(s)
Tactical, RPG

We're including another Final Fantasy game here because Final Fantasy Tactics (and its subsequent remasters and remakes) does something very cool with the series' traditional Job system. Jobs are effectively classes, and in Final Fantasy Tactics, they denote a character's ideal use case and positioning on the battlefield.

As you play, you'll level up whichever Jobs you're using, starting with Squire and Chemist. When Squire reaches level 2, you unlock the Knight and the Archer. At level 3, the Knight unlocks the Samurai, and so on. This is already a pretty engaging system, but what's cool is how versatile it is. For example, you can unlock Samurai in a roundabout way by going from Archer to Thief (level 2) to Lancer (level 3) to Samurai (level 2). There are easily a dozen of these progression paths, and they offer an almost endless degree of class experimentation. They also encourage you to play as every Job, because even if one isn't to your taste, it will quickly unlock a new Job that might be exactly your style. There is a more complex version of this system in Final Fantasy Tactics: The War of the Lions for the PSP.

Darkest Dungeon

Hurt Me Until I'm Happy

Darkest Dungeon Tag Page Cover Art
Darkest Dungeon
9/10
Released
January 19, 2016

WHERE TO PLAY

DIGITAL

ESRB
T For Teen due to Alcohol Reference, Blood and Gore, Mild Language, Partial Nudity, Suggestive Themes, Violence
Developer(s)
Red Hook Studios
Genre(s)
RPG

Most people know Darkest Dungeon due to its reputation as an absurdly unforgiving RPG, and it absolutely earns that reputation. This is a brutal game, one that's not meant to be "beaten" so much as "survived." Even an easy run through a low-level dungeon poses insane risk in too many ways to quantify. That includes its leveling system, which flies in the face of every other RPG leveling system on this list.

Essentially, while the adventurers you hire will gain experience and levels by surviving a trip through a dungeon, they also acquire Quirks based on how much stress they accrue. Quirks can be positive, like dealing extra damage to a certain enemy type, or negative, like occasionally stealing loot from your party. They can also contract diseases, and even go insane. While you can spend your hard-earned money on removing negative Quirks, it takes time and isn't cheap. Instead, there is always a caravan of fresh adventurers ready to join your community. In that sense, Darkest Dungeon wants you to treat your party as disposable and cut them loose when they become a burden. Instead, the focus should be on upgrading your Hamlet, which lets you improve your fledgling adventurers more quickly.

Shin Megami Tensei: Digital Devil Saga

I Just Love Eating Demons

Shin Megami Tensei: Digital Devil Saga Tag Page Cover Art
Shin Megami Tensei: Digital Devil Saga
Systems
Released
July 15, 2004

WHERE TO PLAY

PHYSICAL

ESRB
M For Mature 17+ // Blood and Gore, Intense Violence, Language, Sexual Themes
Developer(s)
Atlus
Genre(s)
RPG

The Shin Megami Tensei series is dark, especially by JRPG standards, but that's a major part of its appeal. Your main party members can transform into demons, for example, and in Shin Megami Tensei: Digital Devil Saga, they're also burdened with an insatiable devil hunger. I don't have the time or word count to cover the entire narrative here, but it's important to include that detail because it helps explain why the progression system is so... graphic.

In short, when you defeat your enemies, the job isn't quite finished. Thumping them in battle isn't enough; to gain the most experience for your efforts, you also need to devour them. It's even better if your enemy was frightened before you killed them. Feasting on your enemies grants Atma, which is then used to master Mantras you unlock through a more traditional leveling system. It gets more complex, though, because you can't just go around eating every enemy you defeat; overeating can trigger a pretty serious debuff. Instead, you have to prioritize the best (or "tastiest," if you prefer) enemies to eat so you can maximize your progression without eating too much.

Chrono Cross

You're A Star

Chrono Cross Tag Page Cover Art
Chrono Cross
Released
August 15, 2000

WHERE TO PLAY

DIGITAL
PHYSICAL

ESRB
T For Teen due to Animated Violence, Mild Language
Developer(s)
Square
Genre(s)
JRPG

Chrono Cross got a lot of hate for being a "sequel" to Chrono Trigger that largely ignored the events of the first game and was simply set in the same world. Things start to tie in as you near the game's ending, but I digress. Chrono Trigger used a fairly typical leveling system that involved XP and learning new skills at certain levels, but Chrono Cross did something very different, and it's the kind of thing more RPGs should consider.

Essentially, Chrono Cross had "gates" built into your progression through the main campaign. Every time you cleared one of these gates (usually by winning a boss battle), you were granted a star, which would open the door to a round of stat boosts for your party. The thing is, stars were only given out at very specific points in the game, and outside of those, you weren't ever leveling up. This solves two problems. It removes the need for grinding, because you're always at the intended power level for each stage of the game, and it equally prevents you from becoming overpowered by putting a hard cap on your progression until the next gate. It's an elegant system that might feel restrictive in other RPGs, but it works wonderfully in Chrono Cross.