mqstout: Most ARPGs have XP/level, and plenty of stats come from it, but MOST of your character/power comes from gear and WHICH skills you take.
That hasn't been my experience.
In Crystalis (NES), for example, if your level isn't high enough, you will reach a boss that you *can't* hurt at all. Your attacks will simply do no damage. This ends up being a significant issue because you can't flee from a boss fight, so if you stumble into one below the required level, it's basically game over; there's nothing you can do (other than "load save", which is fortunately still possible in boss fights). I could mention that
Then there's the Ys series, in which level often makes a huge impact; in some cases, one level makes a boss go from unreasonable to reasonable, and you're not far from making the boss too easy. In fact, in some of the games (notably Ark of Naphistim and Oath in Felghana), it is possible to reach an advanced area earlier than you're meant to; going there and killing a few enemies can raise your level to the point where the game (especially boss fights) become trivial until you reach the place where you are supposed to go there.
In Final Fantasy Adventure, while you do get better equipment as the game progresses, your level is how you increase your stats, and for magic builds especially, your stats are actually very important.
mqstout: It's Square. And it has levels, BUT
FF8, the way the monsters level up with you, it's pointless to level up. AND the majority of the stats AREN'T based on level at all. The "junction system". You draw magic from the world/enemies and link them to your stats, and that's how they increase instead.
From what I know about that game, I think it would have been better if they had gotten rid of levels and XP entirely and had Junctions be the *only* way to boost your stats; then, enemy strength should be area based instead of scaling to your level (especially since, to my understanding, the game is linear). Also, the game still has other issues, like excessive cutscenes, excessively long summon animations (and some limit breaks take a while as well), and the fact that it apparently features a straight love story (something that I really don't like and is heavily overused in media of all types) as a prominent part of the plot.
mqstout: Or some of the story-heavy "metroidvania" style games could be considered "RPG with fixed-point instead of level progression".
Can you think of any strictly turn based RPGs that fit this paradigm?