Yeah I have to agree, class specific loot would probably be a bad way to go. These 'perks' or 'professions' should literally just be something do give a slight non-pvp advantage over a very specific detail. List of possible professions: - Doctor/Nurse - Heal faster/more effective healing - Athlete - Be able to run faster/further - Body Builder - Carry more weight (not more slots, and this would depend on if weight was introduced into inventory management) - Locksmith - First introduce locked doors, he could pick locks (or pick locks faster) - Cop/Military - Trying to think non-pvp, so possibly break down locked doors (creating lots of noise for zombies/players to hear) and maybe hold ammo in toolbelt - Mechanic - Repair vehicles with more common items (like MacGyver, use hose, tin can, elastic band, etc) - Farmer/Butcher - Get more food out of animals The list could go on and on, and as other people have stated, with giving you something good, maybe take something away? Example doctors can't have a secondary weapon because it's filled with their doctor's bag. Would have to try and balance that out, or could just stick with giving each person 1 extra nice 'perk'. And the other way we could go about implementing such a feature as stated above was to introduce very rare items that could serve a similar purpose. Instead of choosing a background 'profession', you find an extra rare item that could be say an ammo belt, or a police officers belt. This would remove your 2nd row from your toolbelt and give you that room for just ammo. Find a lock picking set for picking locks instead of breaking doors down loudly. But then comes the question can a player have more than one of these 'perk' items? So I would like to hear feedback on people's thoughts on both of these methods, their inputs regarding each one and maybe add something to flesh out the idea.