Posted April 15, 2017
Stevedog13: Class Systems. I've never been a big fan of classes in games anyway, mostly because I dislike the classic archetypes and prefer to mix and match to fit my own playstyle. However it is even worse in roguelikes due to the random nature of everything. Sometimes I get lucky and find the Indestructable Plate Mail of Awesomeness or the super rare Wand of Ultimate Cosmic Powers on level 2 of a dungeon, but I decided to play as an Archer this time around so I'm class-restricted from using either if these items.
dtgreene: What do you think about the idea of having classes, but having a class that can use (nearly) any item, but lacks special abilities? Also, how about the other classes getting special dungeons that cater specifically to them? (Torneko: The Last Hope does this.) For example, if there is a dungeon specifically for Archers, you would not find either of the items you mention (except maybe as a reward for completing the dungeon if the game works like a Japanese roguelike), but would instead find a lot of bows and arrows, including interesting magic arrows that might be rare or non-existent in the game's main dungeon. Also, have each class play *very* differently from one another. Don't just make each class have different equipment and skill lists; how about varying things like the means by which special abilities are acquired? How about changing the fundamental means of stat growth? (Maybe a certain class, instead of leveling up or being able to use conventional equipment, instead gains permanent stats whenever you pick up items, at the cost of not having an inventory or being able to use said items.)
Incidentally, one feature that I like in a roguelike is themed dungeons. This dungeon might have a gimmick and/or an unusual selection of items. For example, how about a dungeon where the only item available is a blank paper scroll, but such scrolls are common (and can have other scroll effects written on them)? How about a dungeon where you get one wish per floor, but no other equipment? How about a dungeon where the ability to polymorph yourself is easily available, and you are expected to use it to go through the dungeon (Shiren the Wanderer actually has a dungeon like this)?
For example, let's say I play as a Sorcerer class and along the way I find a trap set, that is a trap that can be picked up and set by the player. The Sorcerer can't use traps so I leave it alone to save space. Then I find a secret door and it leads to a treasure trove of items, but they are all high quality trap sets and special daggers. Since I am a Sorcerer I must leave empty handed, knowing that the Random Number Generator will never give me this kind of opportunity again. In a classless system I could make the decision to either continue down the Sorcerer path or switch to becoming a Thief or Trapper character instead.
Theme or gimmick dungeons might be fun as a random side path. Like maybe you find a strange looking door that gives you a funny feeling. Going through the door takes you to a smaller dungeon, perhaps only a single level, where the rules are different and allow you to do things normally not allowed in the game. Once you finish the level/dungeon you are taken back to where the strange door was but now it's gone. The player can choose to go through the door and experience the other world or simply pass it by. So long as the game is not balanced in a way that the player basically has to go through every strange door they find, then that would be fine. Balancing game play around gimmick like this, or the Undo button, completely destroys the game balance for players who don't choose to use it.