Okay, here's my preliminary skill list, let me know what you guys think.
Enchanting:
Charge: Increases the user's charge level by 1, up to a maximum of 3. While charged, the user's next attack will do more damage (think Megaman or Mage Guild).
Power Enchant: Increases the user's strength and endurance for one day.
Quickness Enchant: Increases the user's agility and speed for one day.
Enchant Floor: Enchants the tile the user is standing on so that it will explode, damaging the next enemy who steps on it.
Curse: Damages all of the target's attributes for one day.
Enchant Item: Applies a chosen enchantment to a chosen item in the user's inventory. Does not affect artifacts.
Hypercharge: The user's charge level is set to 5 for a short period of time. In addition to physical attacks being empowered, spells are also improved in various ways.
Evocation:
Energy Blade: The user projects a beam of energy from their hand that can be used in place of a weapon. The energy blade's damage is based on the user's willpower, and it deals magic damage instead of physical damage.
Energy Shield (Passive): The user can project a barrier of energy to defend themselves. Causes otherwise lethal attacks to damage the user's magic instead of their health.
Energy Shot: Fires a small bolt of energy for small magical damage.
Ice Spear: Fires a large shard of ice for moderate physical and ice damage. If a target is defeated by the ice spear, it continues towards the next target behind them.
Lightning Bolt: Casts a bolt of lightning for heavy lightning damage. Always passes through targets, and may cause paralysis.
Explosion: Fires a projectile that explodes upon striking an enemy or a wall. Deals heavy physical and fire damage.
Energy Blast: Fires an enormous beam of magical energy for extreme magical damage. Always passes through targets.
Illusion:
Feint: Makes your weapon appear to be aiming for somewhere other than where it really is. Increases the user's hit rate for one day.
Mirror Image: Illusionary images of yourself make the real you harder to hit. Increases the user's dodge rate for one day.
Pain: An imagined injury causes the target to be less able to fight and defend themselves. Decreases the target's hit and dodge rates for one day.
Blinding Mist: A black shroud of illusionary mist temporarily blinds the target. Duration is based on the user's willpower and the target's concentration.
Cloak of Shadows: Bends light around the user, granting them temporary invisibility. Duration is based on the user's concentration.
Discord: The target's sense are completely overwhelmed by blinding lights, screaming noise, and burning pain, leaving them paralyzed for the spell's duration. Duration is based on the user's willpower and the target's concentration.
I need one more, and I think these skills could stand to be a bit more interesting.
Kineticism:
Force Push: The user touches their opponent and releases a surge of physical force, throwing them backwards and dealing moderate physical damage. Pushes the target backwards a distance based on the user's willpower and the target's endurance.
Force Shot: A weak bolt of physical force, drawn from energy surrounding the user. Deals light physical damage, and does not cost any magic.
Force Blast: A powerful wave of force throws the target backwards. Deals moderate physical damage. Pushes the target backwards a distance based on the user's willpower and the target's endurance.
Force Jump: The user propels themselves to safety. Allows the user to move over a number of tiles, regardless of whether they are occupied.
Force Wave: A powerful wave of force is emanated from the user, throwing all enemies in a large radius around the user backwards. Deals moderate physical damage. Pushes the target backwards a distance based on the user's willpower and the target's endurance.
This tree still definitely needs work. I'm thinking it'll be a weaker but more efficient evocation, maybe something for hybrids who want to use magic, but won't have as much energy to spare, and effects that change the position of the user and their target will be there to differentiate it a bit more. I think I should put a defensive skill in here somewhere, preferably one that doesn't conflict with Energy Shield in any way. I also intend to have some late-game enemies with immunity to physical damage. How could I make Kineticism useful against them?
Combat Techniques:
Rush: The user runs forward one square and then attacks in that direction in one move. Adds the user's speed to their strength for determining the attack's damage.
Double Strike: The user makes two hand-to-hand attacks in one turn.
Whirlwind Attack: The user makes an attack in each of the eight directions around themselves.
Overwhelming Strike: A crushing attack that adds a weapon's weight to its damage.
Lethal Strike: The user makes an attack that deals more damage based on the user's accuracy. An attack that barely hits won't deal much more than base damage, but a highly accurate character will be able to inflict several times the base damage quantity. Ideally this will help agility fighters keep up with strength fighters for damage.
Repeating Attack: The user continually attacks their target until either they miss an attack, or their target is defeated. Each successive attack has less accuracy than the one before it. Charged attacks only deal their bonus damage on the first hit (this also applies to Double Strike).
I need one more of these, and I have a bunch of ideas, but my main concern is that a full skill tree comprised entirely of ways to do damage, even if they're different ways of doing damage, is uninteresting.
Marksmanship:
Aimed Shot: The user makes a ranged attack with +50% accuracy. Most of the very early game enemies will not be exceptionally fast or have ranged attacks, so I want early game archery to be fairly inaccurate to preserve the challenge in the face of that weakness. With this skill, early game archers are still functional, but since it costs stamina, ranged damage won't come for free, and they'll need to mix it up with close ranged attacks as well.
Leg Shot: A ranged attack that lowers the target's speed for one day. The effect is strengthened by the user's agility.
Double Shot: The user makes two ranged attacks.
Arm Shot: A ranged attack that lowers the target's strength for one day. The effect is strengthened by the user's agility.
Vital Shot: A ranged attack that is always a critical hit if it strikes its target.
Paralyzing Shot: The user fires on a vital point in their target, leaving them helpless for a short time. The effect is strengthened by the user's agility, and weakened by the target's endurance.
Deadeye: A powerful ranged attack which deals extra damage based on the user's accuracy.
Tactics:
Kick: The user makes a physical attack that deals physical damage and pushes their target back. The effect is based on the user's strength and the target's endurance.
Counterattack (Passive): Allows the user to hit back without using a turn when they dodge a highly inaccurate hand-to-hand attack.
Tackle: The user makes a physical attack that deals physical damage and attempts to stun their target. The effect is based on the user's strength and the target's endurance.
Throw: The user grabs their target, and hurls them in any direction. This deals physical damage, and the damage is increased if they strike a wall. If they strike another enemy, both receive damage. The effect is based on the user's strength and the target's endurance.
Disarm: Attempts to knock the opponent's weapon out of their hands, by checking the adventurer's agility against their target's agility. The target must have a non-artifact weapon equipped.
I think these are starting to come together, but could use a bit more versatility.
Athletics:
Dash: The athlete moves two spaces in one turn. They may not attack or cast on either move.
Leap: The athlete is able to jump over one tile and land on the other side, allowing them to bypass enemies and obstacles.
Recuperate: The athlete is able to use their stamina to continue fighting when others would have fallen. Exchanges stamina for health.
Sprint: The athlete moves three spaces in one turn. They may not attack or cast on any of these moves.
Blinding Speed: The athlete has incredible speed and reflexes, and is able to use their stamina to make two full moves in one turn. They may attack or cast in either or both of these moves.
I think I like the overall theme of this skill tree, but I still need to come up with more ideas. I'd rather not have a skill that's exactly the same as another, except one is numerically better, like Dash and Sprint, but I'm not sure what I could/should do with this.
"Freeclimber" trait: You can jump at any rough surface, including the ceiling and stick there.
Well, if you are a mage and need to gesture for a spell, you fall again ...
That's an interesting idea. I'm not sure how I'd use it, but it's clever. Would a character hanging from the ceiling be out of reach of enemy hand-to-hand attacks or something?
But maybe roguelikes could make use of the third dimensions without too much hassle. It's just difficult to think of totally new things ... at least i use to end up with a mix of already existing ideas.
Yeah, same here.
It depends. If you need to capture the being alive, yes for sure.
I think I'm just going to say that an enemy was "defeated" when their health reaches 0, and you can decide for yourself whether your character's takedown was lethal or not. At some points the game will make the decision for you (like a boss enemy that escapes after losing a fight). If you need to take a certain opponent alive, it'll assume you did so after winning the fight, or have you explicitly decide whether to take them prisoner or finish them off.
Also it will depend on the whole context of the game. In the usual hack and slash roguelike it only will lower your opponents damage, that is useful already, but in a wider context it can open new options. Maybe
It'll mostly be there as a method of damage prevention.
"The alien Gray points a deathray blaster at you. You use your whip and fetch the blaster. Wield deathray blaster [y/n]?"
I'd like that
That's kind of the idea. You'd need to use a turn to pick the thing up and another to equip it, but yeah.