Skill Slot System

In an RPG that uses Jobs, there can be many different ways to do it. There's the many variations on the classic Job System, there's the Character Class System, the Class and Level System... but the most popular way of doing it is probably the Skill Slot System.

Simply put, a character has a choice of several jobs, and at a certain level the job learns a new command/innate ability. When the character reaches said level, they'll gain the skill, and can assign to one of X (usually four) slots for a skill, and they can then use it.

Compare Job System, Class and Level System, and Character Class System.

Tabletop Games

 * FUDGE has its "skill pyramid", limiting the player to a total number of slots decided by the GM before the game begins.

Video Games

 * Assassin's Creed: Origins: The player can customize Bayek by completing certain actions and gaining ability points, that can be use for the skill/ability tree, which are divided into three main branches Master Warrior, Master Hunter, or Master Seer.
 * Final Fantasy: The series has had many takes on this premise.
 * Final Fantasy V: Jobs allowed skills to be learned, which could then be reassigned to other jobs once learned permanently.
 * Final Fantasy VI: Had a reduced variant of this in the form of Gogo, the mimic, who could utilized the same system from FFV.
 * Final Fantasy VII: Materia could be added to slots on equipment, which would provide skills for characters depending on setup.
 * Final Fantasy VIII: The GF system allowed for the customization of skills like in FFV, though to a slightly reduced degree, as all characters had static classes, the GF system simply allowed them to learn common skills usable by all.
 * Final Fantasy X: APs can be added to an interweaving yet customizable skill tree, called the Sphere Grid, which gives the characters new abilities, raising stats, and even learning abilities outside of their job class.
 * Final Fantasy XIII: The Crystarium System is a skill tree, which is similar to Final Fantasy's Sphere Grid, gamers use the Crystogen Points, aka CP, which are used to buy stat boosts, spells, and abilities on the grid.
 * Theatrhythm Final Fantasy: The characters earn skills that can be put on a limited skill box, as long as the vailable amount of skill points lets them. These skills are divided on "Active" and "Passive", and most of the slots available for the characters can contain only one kind of these (some characters have a slot that can handle both)
 * Blue Dragon: Each of the shadow classes have its own magic powers and techniques which can be equipped as skills. Skills are customized by equipping and unequipping, unless characters' shadows are aligned to a class.
 * Bravely Default: Similar to Final Fantasy V.
 * Don't forget the sequel, Bravely Second: End Layer, it has the same skill leveling and job choosing as the first Bravely Default game.
 * Tales of the Abyss: Characters learn from different skills via leveling up and unlocking the Capacity Cores, which are a bit customizable.
 * Child of Light: Characters can level up, gain new abilities, and such from a customizable skill tree. It's a bit similar to Final Fantasy X's Sphere Grid.
 * Hyperdimension Neptunia Re;Birth1: Skills can be learned when characters level up, though there are special skills, called SP Skills, which are unique to each individual character.