In my game the player will have 6 attributes, and one of them will be speed, something that is rarely done in roguelikes.
Now as we all know, being fast in an RL is really a very large advantage. You're much better off getting two moves instead of having one move where you do twice as much damage (the way you would wind up if you improved strength instead of speed).
To answer this problem, I've thought of two possible solutions.
The first is to have speed increases not be as "direct" as improvements to other attributes. As an example, say you start with 10 in all stats. Putting 10 points in strength, making it 20, will double your damage output, but what if I made speed follow the formula of something like characterSpeed = (100 + (speedAttribute*4), so that a character with 100 speed would move a little under 5 times as fast as a character with 10 points in speed, instead of 10 times as fast. What are you thoughts on that?
As a simpler solution, I could also just make it so improving speed costs more attribute points than the others, so maybe you get 6 attribute points when you level up, which means you can either add 6 to your strength, or 3 to your speed.
Are there any other ideas on how I would go about balancing this?