#4777
There should be a role, possibly Priest for flavor, that starts out with a few candles as a light source instead of an oil lamp.
There should be a role, possibly Priest for flavor, that starts out with a few candles as a light source instead of an oil lamp.
Convicts should have a 10% chance of starting the game wearing walking shoes, as a reference to The Shawshank Redemption.
Monks should start the game knowing the burning hands spell instead of confuse monster, as they’re both melee-focused enchantment spells, but burning hands lets them situationally increase their direct damage rather than indirectly debuffing the opponents.
Special armor that some role starts with, either magical or very good stats-wise, but once you remove it either suffers serious damage and requires requires resource-expensive repair to put back on, or simply disintegrates. The flavor would probably be something like spiritual armor gifted to you by your god. The armor would have to be not so good that one would never want to take it off; decent mundane early-game armor would be a general improvement over it, perhaps suggesting that the special armor should be magical in a very situationally useful way.
Inspired by a bug in which a giant character could start wearing body armor, which was too small for them and which, being a giant, they could never put back on once taken off.
Dynamite in SLASH’EM should be changed so that it uses a digging explosion, and carves out tiles in its blast radius, rather than just a really powerful fiery explosion that doesn’t affect terrain. It should probably also create pits randomly in the blast radius.
Also, Archeologists should start with some dynamite (though perhaps they, or at least Lawful ones, ought to get alignment.penalties for using it, since blowing up your dig site is poor archeological practice).
Tourists start the game with a fake Amulet of Yendor, or else have it pre-identified.
Add a Druid role: intended to be a more balanced form of SLASH’EM’s doppelganger race, druids are highly attuned to nature and possess innate shapeshifting abilities.
Address startscumming by introducing a point buy system for starting characters: unrandomizing starting stats and inventory and letting the user spend points on stats and equipment however they like. (Note: dtsund’s class overhaul proposal also addresses unrandomization of starting inventory by simply removing all the random chances to get items, but it doesn’t involve point buy.)
Incantifiers should not be eligible to receive a spellbook of detect food at the beginning of the game, because it’s pretty much useless to them.
Establish two subclasses or sub-roles of Monk: weaponless (traditional) monk and weapon-using monk.
Hobbit players should always start the game with a non-harmful ring.
Elvish players start the game with knowledge of one low-level enchantment spell that is not sleep or charm monster. They do not start with a spellbook of that spell, though. (If they get the same spell in a spellbook as a Wizard, it could either choose a different one or just not count.)
Either guarantee that the potion of healing will be smoky for Healers, or guarantee that it will never be smoky. Guaranteeing them to be smoky is basically an open invitation to startscum them, though.
Any rings the player starts with can’t be more than +2 or +3, because randomly starting with +5 rings is rather overpowered.
Rogues start with a stack of knives instead of daggers, but their dagger skill cap isn’t changed; if a Rogue wants to use daggers, they have to go find some themselves rather than beginning the game with them.
Archeologists begin the game with a grappling hook.
Monks start with potions or a wand of enlightenment.
Elven priests start with an elven shield instead of a small shield.
Beartraps are much lighter so as to make them feasible to carry around, and Rangers start out with two or three of them.
Stealing gloves (also possibly named “rogues gloves” or “gauntlets of thievery”). 0 base AC, and Rogues begin the game wearing a pair. When you hit a monster barehanded while wearing them, you deal no damage (and don’t train bare handed combat skill) but you get a Dex-versus-monster-AC chance of stealing a random non-equipped item or some gold out of their inventory. You can also attack a peaceful monster with them to attempt to steal something; in addition to the Dex-vs-AC roll, this requires passing both another Dex check and a Cha check for them not to notice. If the Dex check fails, you don’t steal anything successfully; if the Cha check fails, they notice (waking up if asleep) and get mad. If the stolen item is currently equipped, there’s no Cha check; the monster just gets alerted and angry.
Don’t maybe give Wizards a scroll of punishment in their initial inventory.
Tourists begin the game with walking shoes.
You can set some fixed inventory letters in the config file, so you don’t have to adjust them manually. In its simplest form, this would apply only to starting inventory, and would allow things like a Tourist’s credit card to be guaranteed to be placed on a familiar letter.
New type of book “encyclopedia”:
Sunglasses, an eye-slot tool that protects versus being blinded by flashes of light from things like lightning bolts, cameras, and yellow lights, either completely or with an 80% chance. (They probably shouldn’t block blinding from spat venom.) May also block certain gaze attacks. They should have some downside when worn, such as limiting your maximum vision radius or impeding searching.
Tourists start with a pair of sunglasses.
Tourists start with a leash.
Gnomish characters get some interesting starting items, like tin openers, candles, oil, or cans of grease.
Remove the bell from the list of musical instruments that Elf characters can receive at the start of the game. This is because it’s atonal and its only half decent use is to attract pets (note that elves can’t get tin whistles, so clearly summoning pets is not important enough to qualify something for initial inventory).