Hi all,
I'm a longtime fan of Angband and other roguelike games. Imagine my delight when I came across an active community! To those selfless individuals keeping up this site and the open source game, you have my thanks!
I'd lurked and read up recently about how Rogues are considered a bit weak. I've wracked my brains a bit about what might changes might make sense that could improve the game for this class and give the playstyle a nice, unique flavor.
I came up with two of them.
First, the idea of a hidden cache of treasure. The cache would reveal as a treasure chest and could only be detected by one of two means -- searching and maps. A percentage of floor items might instead be considered as hidden caches, warded against magical detection. Uncovering a cache should also grant an experience award determined by the dungeon level.
The second idea is a new treasure type; perhaps a type of scroll. The scroll "detects" a random cache anywhere on that dungeon level. The map should activate immediately, in a manner similar to a trap. The player could then explore the way to the newly discovered cache -- or could simply ignore it and play as normal.
The idea is to reward a player for exploring and searching a dungeon level. The Rogue class's stealth and perception capabilities would make it a good beneficiary of this change and would make for more sneak and loot play where the character was avoiding powerful monsters rather than fighting.
I'm a longtime fan of Angband and other roguelike games. Imagine my delight when I came across an active community! To those selfless individuals keeping up this site and the open source game, you have my thanks!
I'd lurked and read up recently about how Rogues are considered a bit weak. I've wracked my brains a bit about what might changes might make sense that could improve the game for this class and give the playstyle a nice, unique flavor.
I came up with two of them.
First, the idea of a hidden cache of treasure. The cache would reveal as a treasure chest and could only be detected by one of two means -- searching and maps. A percentage of floor items might instead be considered as hidden caches, warded against magical detection. Uncovering a cache should also grant an experience award determined by the dungeon level.
The second idea is a new treasure type; perhaps a type of scroll. The scroll "detects" a random cache anywhere on that dungeon level. The map should activate immediately, in a manner similar to a trap. The player could then explore the way to the newly discovered cache -- or could simply ignore it and play as normal.
The idea is to reward a player for exploring and searching a dungeon level. The Rogue class's stealth and perception capabilities would make it a good beneficiary of this change and would make for more sneak and loot play where the character was avoiding powerful monsters rather than fighting.
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