Hmm... I haven't actually started working on a roguelike just yet, and I'm not sure if this thread is the right place to write up concepts and design. But I'll plow ahead anyway.
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I'm not all that great at coming up with original ideas, to be honest - I'm far better at
stealing looking at other's ideas and taking them a step further. But anyway, here goes:
One thing I've been mulling over is the sort of skill system I'd like to use. I'm pretty fond of the Elder Scrolls style of having skills improve through use. However I never liked the concept of alloting attribute "picks" when you leveled. Instead I would rather have attributes increase as their associated skills increase. A rather subtle difference from the way Morrowind and Oblivion work, yes. But it eliminates the min/maxing of grinding misc. skills just to get a 5x bonus to a stat. In fact, with my system I could probably eliminate the traditional XP-based level entirely. I could simply average the player's (and enemies) combat-related skills to give a rough measure of their "danger level". Vitals like HP could be based on stats, such as Endurance, rather than on character level.
In addition, what I'd like to do is avoid restricting people's play style as much as possible. That is, there would be no hard and fast restrictions based on character class. It would be a lot harder for a barbarian to cast spells, but it shouldn't be outright impossible. The only penalty would be the lower starting skills. Of course, to avoid the oblivion syndrome of 100's across the board, I would also like to have skills and stats decrease if they aren't being used often enough. Basically, you should be able to master anything -- but not EVERYTHING.
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Finally, although it's probably a pain to code, I'd prefer not to have hard caps on anything if possible. So no skills magically maxing out at 100, though it would be exponentially harder to increase after a point. The idea of soft caps always appealed to me more, for some reason.
Well, I have several more ideas I'd like to throw out for discussion, like a refined reputation system... but this post is long enough already, and I'm sure I've bored you by now.
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