So I've been working on my side project recently. In it, I use a Class System, as well as a Sub Class that is mostly minor and just allows extra skills. I've been talking with my friends about it, as well as my usual graphic designer, and some of them are thinking I have too many Classes for this game. SO you follow a party of 4 Wanderers who are traveling through this island to try and redeem themselves, and help the people. The characters themselves are mostly minor as I'm focusing more on dungeon crawling, but they all start out as a Wanderer, a Class that is literally meant to be used in the beginning only and is immediately outshined by others. Very early in the story you gain the Warden, the Elementalist, the Scoundrel and the Cleric Classes and these are the only ones you're forced to gain as all the others are part of Side Quests. In total, not including the Wanderer I have 13 Classes. Each one having their own weapon type, but sharing Armor types with other classes. I have each class limited to learning 6 Active Skills, and then Passives and then relying on Sub Classing to customize that class more. Like a Warden is a super beefy tank, and then they can subclass Cleric to become a Paladin and gain access to the Cleric skills that Character knows as well. As of right now, Wanderer learns no skills and falls behind stat wise around level 3 lol. So that being said, back to the original question, Is 12 Classes, in a 4 Party System too much? One friend thinks it'll be impossible to balance the classes, another thinks Class Systems are useless, so I wanted to get the opinion of other game makers. What do you guys think of Class Systems, Game mechanic wise, balance wise?