>>96064071Well, I do admit that there is one specific reason to use class + level as a framework.
It organizes the character's abilities and progression in a way that allows the GM to know roughly how powerful a character will be, while also preventing the player accidentally or intentionally crippling or overpowering their character. There's *this* much alloted to your skills, you have *this* much hp, you have *these* important abilities so you can be sure you can do your job at the very least.
People new to GURPS often don't know how to spend points so you end up with someone with a billion points spent in cooking and baking for a Call Of Cthulu story. Yeah, the GM can / should exercise oversight to prevent that, but GM is busy. They should not have to build the players' characters for them just to make sure they're not stupid. And likewise, there's abusive scenarios, too.
If the GURPS GM is reduced to having to provide a "schedule" or "rubric" for characters to be built accordingly (you can't spend more than *this* amount on your base attributes, your skills can't go higher than *this* rank, you can't buy *that* advantage or you can't buy an advantage worth more than *this*, and you can't have more than *this* value of disadvantages), then what you're actually doing is providing the players ... a class system. Those are what Templates are. There's a lot less of a need for levels in GURPS if you're using class templates, but you can see chunk out your character progression with mini-templates / lenses to add later in the story if you don't think your players can spend their points responsibly.
That's the real truth of GURPS: just because you can afford the points to buy something doesn't mean you should be able to buy it. And players absolutely cannot be trusted to understand that.