Rynon wrote:Well, I'm short on time, so just a quick reply for now -- I'll likely be back later for more.
Some quick ideas:
1) Past Characters could help new characters -- have characters able to select a few (1-3) bequeathable items, so that if they die, they can be used by the next character. Or, alternatively, have gold stored in a magic transport bag, that goes to their 'relative' on the surface when they die, and new characters can shop a store with the proceeds before embarking on a quest
That's actually a good idea, but the problem is someone could abuse that and just play a lot without using any gold at all and then saving up a ton of gold to use. Maybe only leave a percentage? Or maybe keep it to the last x amount of characters can be saved? Or maybe take another hint from Shiren and make a "bank" in the game where a PC can deposit some money that can be used by the next character to come along?
Rynon wrote:2) Food/time alternative - have a big baddie come to the floor if the character has spent too much time (i.e x amount of steps), to prompt him to move or die.
I dunno, I'm not a huge fan of this idea. The limit this imposes is much more concrete than the food limit. What happens if your PC gets lost in a maze? Then you are going to get squashed through no real fault of your own. Food is a softer limit, you can get screwed by one level where you get lost but the chances are you'll have a stockpile built up and can get through it. With the big baddie theory your PC can be completely screwed by one bad level.
Rynon wrote:3) Chance at some new items - identify scrolls are not nearly as frequent enough given the amount of gear one gets, but possibly cant ID/must risk pain/suffering to try. Add in an 'identify all' scroll (that is already recognized by the character), that will identify everything in the pack (but would be a rare item). Or, make the character proficient at identifying a certain type of loot (scrolls, potions, wands, armor, weapons, rings), so that they would know what the item of their proficiency is (proficiency could either be selectable or random). Alternatively, still make it a (mostly) take your chance by testing it out, but with a twist - a potentially extreme (i.e really good or bad effect) is identifiable. I.e. A cursed set of armor or a +2 set of armor would both give the character a slight shock when picked up, identifying it as possibly being good or bad. Player could then decide if they want to take the chance (shock for weapons/rings/armor, particular smell for potions, certain colour ink on scrolls, type of wood (or finish) on wands)
That's kind of a good idea. Maybe have items that are strongly enchanted (either negatively or positively) have it have a sense of magic that the PC can feel? Not anything too much, but just sort of a prod for the PC to know this item is something worth identifying. If you do this though you should leave it so the lesser enchanted items give off no sense of enchantment. This way the PC doesn't just horde all his/her identify scrolls for those strong items?