Best place I can think of because it does fit the whole Game Mechanics conversation. I need feedback in regards to what you all feel/think of this, the feasability of such, so on and so forth.
As for why I said leveling and encounters, I am thinking of taking an idea from Dungeons and Dragons and other Pencil and Paper RPGs. I am considering for both of my projects anyways, of having a low-ish level cap for both design and balancing purposes. As for gaining Xp/levels, I would have such be awarded at the end of a questline/objective.
This then leads into why I mentioned encounters. I am thinking of minimizing random encounters. They will still be there but at a very low rate. Instead, many encounters would actually be evented and tied to questlines. Why do I want to go with this? Aside from a much more easy to balance game, I want to make encounters have more of a purpose, more significance. This also means I can justify having more of a challenge behind each battle. (Players should have to actually work towards progressing IMO, just giving progress/victory to the player is basically robbing them of the experience of that feeling one gets for overcoming an obstacle (IE: imagine what one feels from making huge achievements such as climbing Mount Everest or hiking the entirety of the Appalachian Trail.).
In the end I would still actually post a "recommended level" for Main Quest Objectives (you would still be able to beat such even if you do not do every side quest), and side quests. The other reason I am wanting to do a system like this would be that I can easily put more focus on exploration/lore and not bog everything down with needless encounters.
Inspiration for this setup has not just been drawn from Pen and Paper games, but Child of Light, Planescape: Torment, Baldur's Gate Series, and Chrono Cross among other influences.
So what do you all think? As I said, feedback on the design choices/ideas would be greatly appreciated.