As we all know, choices within a game that just plain suck aren't really choices. Thusly, in games where there's one 'best' class, race, weapon, etc, you've effectively forced the player to choose between being effective and the playstyle/customization they want, and for those who care about actually being successful in the game (most), you've taken away the subpar choices. Sometimes it's reality itself that's unbalanced, though. So as game developers, sometimes we tweak towards fun and balance rather than realism. Towards this end, I'm working on stat balancing weapons, and coming up with a blank in having enough weapon qualities to properly differentiate them. Qualities I've thought of so far: Armor Penetration, Damage, Crit Chance, Stun Chance, Weapon speed, which stat/stats they tie to, and possibly reach. Two-handed and heavier things do more damage, axes and daggers have a greater chance to crit, maces, daggers, and spears have armor penetration, bludgeoning weapons have a stun chance, and piercing or less-weighty weapons tend to move faster. Weapons that require more finesse than brute strength like rapiers, whips, and daggers could either run on agility/dexterity or blend this with strength, and long polearms might allow one to melee attack from the back row. What kinds of weapon qualities have you used to make each weapon feel different but viable in the game as a whole?