Telika: But when some games limit your levelling possibilities before you can even max your stats or fill up one branch of abilities (by limiting the levelling opportunities, or the ressources required for it), it became bad bad design. It forces you to metagame your level plan from the start, in order to be sure to unlock this or that ability. It forces you to play in accordance to a pre-established path, and to pop out of the game at every step to make sure you're still on the right predecided tracks. And this ruins the game.
There is actually a nice solution for this issue that doesn't involve removing such a cap:
Make it trivial to respec your character.
By "trivial", I mean, at least, having a place (in a town, for example) that's always accessible where you can respec your character. Even better would be to allow it to be done anytime you aren't in battle.
The original Paper Mario does this rather nicely with its handling of BP (Badge Points); you can get the BP spent on a badge by simply going into the menu and un-equipping it. For the permanent HP/FP/BP boosts at level up, someone in town (Chet Rippo) can somewhat tweak it for a fee, and if you focus on BP, there are badges (HP/FP Plus) that allow you to convert BP to HP/MP, making BP heavy set-ups a nice option.
When playing Avadon 2, I really loved the fact that there was a cheat that would let you respec your character anytime (though I would recommend not using it during battle if you don't want things to get too silly).
Telika: But when some games limit your levelling possibilities before you can even max your stats or fill up one branch of abilities (by limiting the levelling opportunities, or the ressources required for it), it became bad bad design. It forces you to metagame your level plan from the start, in order to be sure to unlock this or that ability. It forces you to play in accordance to a pre-established path, and to pop out of the game at every step to make sure you're still on the right predecided tracks. And this ruins the game.
adaliabooks: This is definitely a pet peeve of mine. Having to actually look at a guide at character creation to make sure you don't mess up by putting points into skills that don't complement each other well and you end up not using one of them really takes some of the fun out of a game.
Even worse is if it's possible to make it half way through the game before realising you've seriously nerfed your character by not planning them out properly.
I'd much rather a system where if you get bored of being a mage or a fighter have way through the game you can (with some effort maybe) change your path and still be just as powerful as if you'd started that way all along.
It's one of the reasons I really enjoy roguelikes, because you get to try lots of different styles of play and see what works, what you enjoy and how best to play different characters / classes.
One of the reasons Final Fantasy 5 is my favorite game in that series is that you can change a character from fighter to mage (or vice versa) and the character is immediately competent in the new role. For example, a character who has never been a White Mage can still use all the White Magic you've bought if she is actually in the white mage job. (The reason one would want to level up the class is to be able to use those spells in *other* classes.)
Also, I note that FF games (from 5 onward) typically solve this issue by making skill acquisition separate from leveling up; each battle gives you AP (in addition to XP and gill) which is used to learn skills, and leaning a skill does not increase the cost of learning others, and there's no limit on how many you can learn (though there sometimes is on how many you can have active at once).