Sorry I don't understand what you're trying to mean here.
All I know is that monster levelling is unfunny, cheap, unrealistic, shallowing (because it decreases the tactical approach diversification to the same monster as further the player grows stronger) and also easily avoidable (instead of making an high level goblin appear, just put 7 goblins in that room or an ogre or a well equipped goblin).
I don't think that's a good reason why monster leveling is not good, because there is basically no difference between a leveled goblin than any other monster that appears only in those depth levels. Only the name.
So, a roguelike with a single leveled monster could be the same as a roguelike with thousand different-named monsters since each different monster can have a "leveled goblin" alternative.
The only reason I see is "diversity": it's boring to kill goblins during hours.
4- it makes the tactic aspect stable over time
Don't have to, if the monster growth is not proportional to the depth level.
And this can apply differently to each monster, so you are even simulating a king of AI where certain monsters from a monsterType learn how to battle better against the player. For intelligent monsters that is the most realistic.
It's ok that rats, slimes, and such non-thinking beings can't learn new tactics, but many monsters in the dungeon are beings with a certain degree of "intelligence".
Also, the drop quality should increase, and that is the same as if such monster is wearing better equipment.
Sigh.
You've stumbled into a long-standing argument here. Keep in mind that a lot of the comments aimed at "monster leveling" are aimed at some of the worst examples of the game mechanic, and not at the way (whatever the way) you are doing it or intend to do it.
ADOM had a problem in early releases where characters would "farm" an easy monster like Jackals to level up. Biskup "fixed" it by making Jackals, as a species, level faster than a single human being who's killing jackals. Thus, by the time you've slaughtered enough Jackals to get third level, the Jackals have morphed into super-jackals who are more challenging to you now than the regular jackals were at first level. This is about the point where you realize you're screwed if you slaughter too many more jackals, so you start actively avoiding them -- except you can't completely avoid them, and before long you have to deal with über-jackals which are death-on-wheels. If you run into a pack of those, even with an end-game character, you'll usually lose.
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I dunno about ADOM algorithms, but farming should become useless if the monster farmed gives items that are low level for you and the experience given decreases or even becomes zero, when the power difference between player and monster changes (rises in this case). As someone wrote before, you will learn nothing new by doing something the you also can do perfectly.
But anyway, i'm not follower of "level-up" games, i prefer "practice-skill" games. I'ts more realistic and allows the player more diversified tactics.
In the other hand, I see no reason why the player can increase it's health points limit. It's supposed that by killing you reach a new understanding level, and this is why you level up or increase your weapon skill, or learn a bit better how to dodge or block or <....>. But your health shouldn't increase.
This only should happen if the damage from monsters increase in a ratio where dodge, parry, block and armour points can't avoid the player to die.
I even dare to say that Dexterity shouldn't increase, since even if you are way dexterous, that doesn't mean that you can apply such dexterity to all situations.
The only stats in my Roguelike are Constitution, Agility and Strength. You can't increase them unless by magical methods or praying to gods.
You will have always almost the same HP, but you will learn how to kill faster, how to block with shields, how to parry with weapon and/or how to dodge sucessfully.
Or even you can make your equipment better.
And you can survive learning, not by simple "bruteforce".
Had trouble following what other guys were saying. I do understand how farming a weak creature for xp can be exploitative. Should fix that by assigning monsters a level and not giving xp for killing creatures 2-3 levels lower than the player. Fixed. That's how WoW does it.
As for a drop system I use a list for each creature. Kill a bat. Roll 1d10. 1-9 you get nothing. Roll a 10 and get a batwing or some such. If it is too much work to make a table like that for each creature then you can make generic tables for each TYPE of creature and add modifyers by level or some such. So a Giant Bat (level 4) you will roll 1d10 + 4. With again 1-9 being nothing, 10-12 being a bat wing and 13-14 being a pile of guano.
That's pretty basic. Probably didn't help. GL with your game man.
Thanks a lot :-)