Originally Posted by D1spl@yN@me
on your end, in your computer environment, you can create any unit to have any ability or stat that you want. they can be infinitely powerful, it doesn't have to follow any kind of class rule system.
then you introduce class systems, you do nothing but NERF the player with that. while the monster npcs don't have to follow that rule, its kind of annoying.
That's the whole point of a class-based system. Classes are specialists where each person has specialized skills in exchange for giving up broad power. You need a well rounded party full of people in different classes in order to achieve greatness. Apes together strong.

Also, mechanically, it makes things so much easier to focus into one (or 2 or 3) classes, instead of having access to every single ability.

Originally Posted by D1spl@yN@me
the problem i have with classes, is that once i choose a class, then it takes away the option for all the other classes
[...]
in d&d say im playing a cleric im a big healer right, but i go through this dungeon, never use 1 heal spell, and i kill 50 goblins with my mace, and boom im level 2, now im a better healer than previously !!
i like maybe skyrim better, i use a conjuration spell over and over, then my conjuration skill goes up. simple right ?
While not implemented in BG3 yet, D&D does allow multi-classing (as an optional, but incredibly commonly used, rule). As long as you have the minimum stats for the required class (e.g., Str or Dex for fighters, Int for wizards, Wis for Clerics), you can pick a new class to level up in each level.

In your example, your level 1 cleric could multiclass into fighter for level 2 to represent focusing more on the martial side of things, and thus they'd have 1 level in both classes.