slickrcbd: The Gold Box games used first edition. You just picked gender and class and rolled for stats (or just maxed them out on creation). The only other choices you had were picking spells for mages on character creation (you could also find scrolls) and on level up.
You also picked race, though worth noting that by Pools of Darkness the only viable race is human due to racial level caps. (There's also a gender-based strength cap that unfairly penalizes female characters relative to their male peers; I'm glad that this was removed in 2nd edition.)
Also, in many games based on 1e and 2e, it's possible to dual-class a human, changing their class. One big catch, however, is that you need to have high scores in certain ability scores to do this, and those ability scores are basically fixed at creation, so if you don't plan ahead, you may find yourself unable to dual class when the time comes. (Also, note that not every 1e/2e game implements dual classing; Pool of Radiance and Dungeon Hack do not, for example.)
Edit: Also worth noting that not every 1e/2e/3e game gives you spells at level up. Dungeon Hack and the infinity engine games do not, for example, which results in wizards being possibly less useful depending on the whims of the developers (or the RNG, if we're looking at Dungeon Hack); if the game has sorcerers, they *do* get to choose their spells, giving them a significant advantage in such games (most prominently IWD2 and IWD:EE).
slickrcbd: Contrast that with games like Dragon Wars or the Exile/Avernum series which is classless. You can make jack of all, master of none characters that are very high level but very weak. The key is to specialize in doing one or two things well.
Not *entirely* true:
* In Dragon Wars, most skills don't provide any benefits past a certain value. Also, some late game weapons, typically swords, provide such a huge bonus to hit that your skill level isn't really relevant. The only character I found heavy specialization to be worth while is whoever is going to learn the Inferno spell, as that skill becomes really good if you raise your Sun Magic skill high enough. (There's only one copy of this spell, and none of Wrath of Mithras.)
* In classic Avernum (not the more recent remakes), the higher a skill is, the more expensive it is to increase it further, so it's much cheaper to become decent in a secondary skill than it is to become really good in a primary skill. The only situations (in Avernum 1-3) where it's truly worthwhile to raise a skill to higher values are the magic skills (since higher skill gives you more powerful spells) and the Luck stat (at 19+ luck, you have a 95% chance to survive fatal damage, making it very hard for the character to die).
Incidentally, I actually prefer the way games like the SaGa series and the Elder Scrolls series typically handle skills; you're not constrained by class, skills improve through use, and lower level skills are easier to increase even if you're at a high level. In other words, picking up a new skill on a character is significantly cheaper in these games than it is for games that use skill point mechanics or similar.