Alright guys, I've been working on a Mini-Project. It's a Class based Dungeon Crawler. At the start of the game, you pick 4 Classes out of a pool of 7, and then go through a Dungeon for the entire game. Obviously there's a few planned mechanics so you aren't ALWAYS in the dungeon, but that's the general feel. So, I've been trying to figure out how to have these Classes and weapons designed, and I want to get your guys input and tell me what you think can work, or wont work or make them feel too similar to other characters. Starting with the Classes, we have: Spoiler Guardian - High HP and Physical Strength. Uses Heavy Armor, Swords, Shields and Axes. Has a Cover System built in to defend weak allies. Naturally higher target rate. Templar - Relatively balanced Character. Uses Heavy Armor, Swords, Hammers and Shields. Can use weaker support magic. Naturally higher target rate. Rogue - Low strength and high speed. Uses Medium Armor, Swords and Daggers. Has high evasion, and can use tricks in combat (Like a Smoke Bomb to run away). Is also able to dual wield and can lockpick doors and chests early. Ranger - Like the Rogue, uses Medium Armor and a Bow. Is Immune to Blind and has 100% Hit Rate, prevents back attacks as well using special Arrows. (Poison Arrow for example) Cleric - The Healer, uses Light Armor, Hammers, Shields and Staffs. Uses Support Magic. Mage - The Mage lol, uses Light Armor, Staffs and Daggers. Uses Destructive Magic. Wanderer - The Red Mage, uses all Armor, and all weapons (excluding the best of the best), and some Support and Destructive Magic. The Weapons are: Spoiler Daggers: Low damage, but a chance to have more then one action. Sword: Highest damage one-handed weapon, but that's all it offers usually. Axe: Two-handed Axes, have high damage but lower your speed and can cleave all enemies. Scepter/Hammer: One handed weapon that also offers you an increase to MP. Bow: Two-handed Weapon, has high Critical Rates. Staff: Two-handed weapon, Increases Magical damage instead of physical damage. The intended design is to customize your party with your Class Choices, who can further be changed with the type of weapons you give them. You can have a Guardian deal more damage while using an Axe, or be more based around tanking for your party with a Sword or Shield. Templars are by definition going to be tanking, but they can be more aggressive or supportive depending on the weapon. Rogues are where I'm more concerned about these choices, Daggers are weaker then Swords, but have a chance to give extra actions so you can go Double Dagger for Actions, Double Swords if you just want damage, or even a combination to find a middle ground. Mages can go Staff for more bang for their buck, or even grab a Dagger to try and get in multiple casts instead. Now, is there any way you guys could change this? Does it seem like a good design? Need more information? Me and my friends have been discussing this and while I think the idea of Daggers especially is a good idea, I have friends who rather weapons just be raw stats. What do you guys think?