Log Horizon
Witht he Window, it seems like distinguishing Character works best when you allow the players to choose/augment their skills. In a game setting like Log Horizon, a GM could set that specific classes automatically will have to have ratings in say 3 skills, and then each subclass would gain automatically 2 other skills, and then give a small number of "free" skills, in which players can better define their own character ( and thus allowing players to set their levels among these.)
For example: A Cleric's three class skills might be Block Individual, Heal Individual and [Weapon], therefore a Cleric could give themselves a higher rating in Block Individual to be an armor-focused Cleric, Heal Individual to be a healer-focused Cleric, or their weapon choice(which could be shield to be a twin-shield Cleric) and be more combat-focused.
A few sub-class examples: An Alchemist's two base subclass skills might be Brew Health Potion and Create Minor Explosive, while a Scribe's might be Create Basic Scroll, and Create Basic Ink, whereas a Fisherman's base skills may be Baiting Hooks and Casting Nets.
Apprentices would then be very unique as they would be able to start with their two subclass skills being selected from any subclass, and upon gaining new skills could effectively gain skills from any subclass (provided they have been around an appropriate mentor to justify it, of course.)
The "Free Skills" I mentioned could be the player opting to do better in an aspect of their class (For Example, the Cleric could choose one of their free skills to be Heal Group, thus allowing them to heal multiple targets,) or their sub-class, ( Scribe could choose one of their free skills to be "Create Basic Contract" or "Create Intermediate Scroll", while an Alchemist could choose "Create Intermediate Explosive,") or they could choose to give themselves a more general, but no doubt very useful skill (never underestimate how handy being able to run, swim or hide can be.)
The reason I would suggest having things set up in this way is because it would make it very easy to be able to create new subclasses if needed for plot reasons or what-have you, and it gives a little more bite/crunch compared to FATE.
This message was last edited by the user at 13:09, Thu 20 July 2017.