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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.
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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)?
If any class can use any skill or weapon then why bother with classes to begin with? I see the point you're trying to make but it just seems overly complicated. Why not simply remove classes entirely and instead give the player some "seed" points up front that they can use to buff a few skills or traits of their choosing? Then from there they can play the game using whatever skills or equipment they choose. This solves the problem in the most roguelike way possible, if you find a piece of equipment you can't really use it is entirely due to choices you made during the game and not some arbitrary rule. Who decided that I can't be a heavy armored archer who summons monsters to fight by my side?

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.
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Stevedog13: If any class can use any skill or weapon then why bother with classes to begin with? I see the point you're trying to make but it just seems overly complicated. Why not simply remove classes entirely and instead give the player some "seed" points up front that they can use to buff a few skills or traits of their choosing? Then from there they can play the game using whatever skills or equipment they choose. This solves the problem in the most roguelike way possible, if you find a piece of equipment you can't really use it is entirely due to choices you made during the game and not some arbitrary rule. Who decided that I can't be a heavy armored archer who summons monsters to fight by my side?

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.
The situation in Torneko: The Last Hope isn't "any class can use anything"; it's more like:
* There is one class that can use nearly any item in the game, but doesn't get any skills or spells.
* The other two classes are limited in what items they can use, but can use skills or spells, some of which are quite powerful, but which also have their drawbacks (skills make you hungrier, spells cost HP, for example).

The result is that you have 3 classes, each with very different gameplay. Warriors work best in melee, as they don't have any ability to see down a hallway (although you *could* shoot an arrow down a hallway if you like, of course). Mages, on the other hand, should not allow any enemies to attack them, as doing so could lead to a quick game over (I even had an enemy kill me twice in one turn).

As for theme/gimmick dungeons, I was thinking more in the context of the way a Japanese roguelike is typically set up. In Japanese roguelikes, there is a town area, which is not part of the dungeon and does not behave like part of the dungeon; in particular, you don't fight enemies, you don't get hungry, you don't run into traps, you don't perform the actions that you would normally do inside a dungeon, and so on. To put it another way, towns could be seen as not really a part of the game proper. From town, you go into a dungeon, each of which is self-contained. (You can typically take items, and in some games, your level, into these dungeons, but that's a comparatively minor detail, and is not always the case.) Hence, a gimmick dungeon would be like playing a different game with the engine; in a non-Japanese roguelike, the closest equivalent would be the game asking you, when creating your character, which dungeon you want to explore.

(By the way, there is one rather interesting tradition in Japanese roguelikes; nearly always, there is a 99 or 100 floor dungeon that does not let you take any items into it, and which forces you back to level 1 (even in games that normally let you keep your level); in this dungeon, nearly any item in the game can be found. In the Shiren and Torneko games, herbs and scrolls, which come pre-identified in other dungeons, are not initially identified in this dungeon, making it feel very much like a traditional roguelike.)

The way such theme dungeons would work, then, is that you choose to go into one at the start. If you are playing a Sorcerer, you might choose a dungeon that is specifically designed with the Sorcerer in mind, designed for you to make use of the Sorcerer's strengths, but still having to be aware of the Sorcerer's weaknesses. In this dungeon, you would find only Sorcerer equipment. On the other hand, you could instead choose to play the main dungeon with this character, in which the full range of items and dangers normally present in the dungeon would apply.

When it comes to game balance, each dungeon would be balanced in isolation; the existence of a theme dungeon would not unbalance the main dungeon. If there's a dungeon where you only get wishes, the inability to take those wishes into the main dungeon would prevent it from breaking the game. If you want to have fun with wishes (basically, you controlling the treasure you get instead of the game deciding which treasure you get), you play the wishing; if you prefer the random treasure typical of roguelikes, just play the main dungeon. (I note that in the Japanese roguelike case, a gimmick item *can* be taken out of the dungeon, but depending on how the game is set up, you might actually have to play a fair portion of the dungeon to do so.)

When it comes to classes, I think I prefer having a small number of classes that follow completely different rules, rather than a large number that just differ in tweakable parameters.

The Undo button idea is just a random idea I had that, if implemented, would completely change the gameplay. On the other hand, perhaps the game has a puzzle mode, perhaps along the lines of Fay's Puzzles from Shiren the Wanderer; each puzzle is hand-made by a designer (rather than being randomly generated), and you have to use your knowledge of the game mechanics to clear the puzzle. Perhaps an Undo button could be implemented, but have it *only* be available in the puzzle mode. (After all, I notice that the DROD series (which I really should try playing one of these days) has an Undo button.)
I prefer rougelikes where my character's build is more important than the stuff I find. Tales of Maj'Eyal is fun for me because even if all I find is crappy stuff I can still have a decent character who can still kick ass.

I also like games with classes that play very different from one another. Another reason I love ToME 4 is that there are a ton of classes with concepts I haven't seen in any other rougelike - from triple wielding weapons as a Mindslayer to messing with causality as a Paradox Mage to messing with the dreams of your enemies as a Solipsist.
The most important for me is:

1. Don't call it a "roguelike".

I am not always really sure what it even means. I presume it has something to do with semi-randomnly generated maps, instant deaths and/or having to start all over from the very beginning each time you die... but then I am unsure if those (any of them) really are present in all "roguelikes". So the term doesn't necessarily tell me much what kind of game it is.

Yeah I know what game is Rogue (I think I have even played it in the past on the Commodore Amiga 500), but many "roguelikes" don't look nor feel anything like it, as far as I can tell. So "roguelike" seems a much more vague term than, say, a doom-clone or a C&C-clone.

Is Tetris a roguelike? The "maps" are randomnly generated (the block types are randomnly generated) and you have to start all over from the beginning if you die. Does it have instant death... I guess not really, you can anticipate losing as the block pile becomes higher.
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It looks like people here dislike discussion of roguelikes for some reason. Could somebody here please explain why?

(This post prompted by the first post in this topic being "low rated".
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dtgreene: It looks like people here dislike discussion of roguelikes for some reason. Could somebody here please explain why?

(This post prompted by the first post in this topic being "low rated".
In this shit hole do you seriously need an explanation? XD

I recommend you either block it out or hang out somewhere else until Fables gets this place cleaned up, which she will, it's just going to take some time.
Post edited April 16, 2017 by tinyE
One other feature idea, one that is *siginificantly* less likely to be controversial than that "undo button" idea I had earlier, and would fit better with the basic ideas behind roguelikes:

Add a mode called "chaos mode". In chaos mode, the game is significantly more randomized. Pretty much any item can appear anywhere in the dungeon, and even enemies could appear almost anywhere (maybe put some rule in to prevent a powerful monster like the final boss from spawning right next to the player at the very start of the game). This mode would still have one important constraint; there would be some checks to make sure the game would always, in theory, be winnable. In particular, if the game has a special item that is required to access the endgame (which I will refer to as the Amulet), the Amulet will always appear before the endgame, to ensure the game is always winnable. Also, there would be checks to make sure that no key is behind the lock it is supposed to open, for example. Otherwise, anything could appear; you could get the most powerful weapon on the first floor, or even find the Amulet on the square you start on.

Another mode could be added: "true chaos mode". On true chaos mode, the constraint that the game must be winnable is removed, or at least relaxed to the simplest and most obvious of checks. Maybe there's a floor that you have to dig tunnels in order to pass, but no item that would allow you to do so has spawned. Maybe the Amulet is behind a locked door, but the key to open that door is at the same places as the Amulet, preventing you from getting it. Or, maybe, you actually *did* spawn right next to the final boss; good luck getting past the first floor alive!

It might be fun to combine one of these modes (especially true chaos) with explore or wizard mode; this way, you can see how crazy things can get without the small problem of being unable to do anything because the game was mean. Alternatively, another setting that replaces permadeath with "when you die, the current floor is regenerated from scratch, and you continue from the start of the floor"; this would give a feel similar to Syoban Action's "Mystery Dungeon" mode. (For those who don't know about it, if you press '0' (the numeral, not the letter) on Syoban Action's title screen, you will play randomly generated levels that are usually not clearable, but which are regenerated every time you die.)