forum Critique the classing system in my tabletop game?
Started by @Oakiin
tune

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@Oakiin

This is a tabletop Doom game set in the Argent D'Nur era of the Slayer's history. The rough plot is that the players are an elite team hand-picked by the king to forge into Hell during the wars, going on missions to aid their people. The game is designed to be played by groups 4-8, not counting the gm. Below are the available classes for the characters. The game is supposed to be challenging without taking away from the elitely skilled nature of the characters. Ultimately, the players should be the bosses of the field, with a new challenge thrown in to add to the learning curve here and there. Basically, the players should feel like a team of badasses, not a group just barely clinging to life and in constant need of a tactical retreat.
My main questions are:
Do these make sense, and give you a good idea of what each class is about?
Does any class seem too OP over another?
Do they seem like they'd work well together in a team, or are there any obvious places where they would jar against each other?
Thanks to any who take me up!

Classes

  • Super Light - This class is the quickest and the most agile. While they have lower resistance to damage, they have an unparalleled dodge ability, and when played right, might go an entire fight without taking one bit of damage. Light on their feet, a Super Light dances through a battle, dealing damage by exploiting even the smallest of weaknesses shown by an opponent. Super Light characters are easy to stagger, and have a two second recovery time, which can easily become their downfall. The Super Light class generally serves as the heavier class’s protection, circling the edges of the battle and ensuring their heavy classed friends don’t become swamped and overwhelmed by the demonic hordes. Often they are the ones to swoop in at the last minute and save the day. They are a cautious class, and tire easily, so the player is advised to hang back and judge when the best time to strike is.
  • Light - The Light class is the best of both worlds when it comes to heavy and light characters. These characters have the speed and agility of the Super Light, but the strength and stamina of a Heavy. It will take some work to stagger this class, and they recover quickly at one second. If the team gets split up, look to the Light to zoom around the map, carrying messages, finding their friends and bringing them back together. The Light class is quick and efficient on the field, dispatching enemies with little to-do. This class is an all-arounder, good at almost everything. However, as they take damage, they begin to slow, and unless they’re helped out by a teammate, they can quickly become easy to pick off as they begin to lose strength and agility.
  • Heavy - Heavy characters will dive into a battle and quickly take charge. They direct the flow of the battle with their powerful attacks, and are the ones to drive enemies into a Super Heavy’s trap. Their skills compliment everyone in the team, and they use tactics and strength in a graceful marriage. Often, they are the field leader of the team, guiding the others and directing them to victory with their masterful eye for flow of combat. This class is incredibly difficult to stagger, but if an enemy, (or many enemies), succeed, the Heavy will remain staggered for the longest of any class, a full four seconds. Despite their incredible resistance to damage, they can easily become overwhelmed if they get too big for their britches and tackle a challenge better suited for a Super Heavy. Often they fight with or near a light classed teammate for this very reason, so they have someone watching their back and able to get them out of any sticky situation.
  • Super Heavy - This character is a virtually unstoppable force. They can tank hits without faltering, grin and bear even the worst wounds, and use brute strength to defeat their foes. Super heavy characters do not stagger, and maintain their pace until their death. The Super Heavy class doesn’t have the speed and agility of the lighter classes, but they make up for it by being the spearhead of an attacking force, forging the path for their comrades to follow behind. The fatal flaw of a Super Heavy is when they get isolated from their team and surrounded. With lower agility and almost no dodge capability, they can simply be hammered upon until their deaths. Super Heavies work best when controlled by bold players who love taking risks for the thrill of a payoff. The Super heavy will be right in the thick of any battle, mowing down the number of foes so the other classes can make headway. They control the population of the battlefield, tirelessly keeping enemy levels reasonable until the wave is over. Working together with the Heavy class, they’ll lay in wait for enemies to be driven right into their eager arms. They are the mass-destruction of the team, and are invaluable to bring along.

@PastelTart

I think they're great! With the Heavy and Super Heavy, you gave them a lack of speed and agility, a weakness to balance things out with all their strength. And with the Light and Super Light, you made them faster, but not as strong, which works out great to me, so great job!

P.S. Your game sounds super fun, and I really want to play it now.

@Oakiin

Thank-you so much!! :D I'm glad they seem balanced ^^
And thank-you!! :D I'm hoping it will actually become a playable game soon here xD