Since the Sorc can only arm Tomes in town, you kind of
have to let him transport to town at any time. Obviously, he can't do it in the middle of someone else's turn! I would allow it on his turn - loads of us did that in 1997 to escape the Butcher when our life potions ran out, and he hadn't been killed yet due to high knockback!
Bosses should get autohits instead of rolling for them. They might have autodefense, too...
Any monsters that roll for defense should get it for white shields too! Unless you want your heroes to cleave right through them...
Also, I would differentiate the items more. Rags, for example, should have super low durability - don't forget the repair function to spend your gold on too! There will be alot of items found in this game - there needs to be a function to lose durability - like black shields on rolls! Give the Warrior his repair ability like in the game : repair to full durability but -1 original durability!
Something like a spear I would give +1 more to range, but it requires 2 hands. Same for staff. Crushing weapons should gain +1 bonus vs skel, mummy, stone creature or zomb; bladed +1 vs demons but maybe -2 durability vs stone creatures. (Gargoyles are all I can think of - maybe some bosses esp. DIABLO have stone-like skin....)
Resistances for elemental dmg modifies rolls, too!
I think you will have fun making unique items like Windforce and Torn
Flesh (ha) of Souls.
http://diablo2.diablowiki.net/D1_Unique_ArmorTorn Flesh: Indestructible, +1 def, +1 body, -1 skull when hit!
Wisdom's Wrap could give 1D roll of blood equivalent at the end of each turn in recharging your spells!
I
swear, I am
NOT inlcuding Bovine's Plate!
I would make it a double DOUBLES roll to get any unique. Unless you want a boss to specifically drop one unique.
The DM would have fun factoring in a light radius! A Rogue wearing NightsCape might be in a room yet not able to see the walls!
I would definitely get a kick out of playing this game. Thanx big time for sharing!
.....of course, I'm working on a Necromancer class for this original DIABLO!
(Unlike the dolts who made D3 without!)
NECROMANCER: Starting body: 5 Starting Mind: 7
Starts with a Dagger and a Cloak. Tome of Raise Skeleton lev 1. (raises only 1, identical to this maze's skels) Needs a dead monster to raise the 1 Skel. Nec can absorb 1 monster blood to recharge his own life level by only 1 - this is his special class skill. This can be done through his minions. Blood Golem gives extra life transfer above this.
While the Nec can use Sorcerer's Tomes, he prefers Nec Tomes of course. Sorcs generally eschew Nec Tomes in turn. But a player who wants to make a hybrid can do so!
Tomes:
1: Raise Skel mind req of 7; identical to maze's skels; 1D6 roll of 5or6 spawns w/shield +1 def. 1 blood
2: Raise Skel Wiz mind req of 9; shoots purely elemental bolt 2AD; roll D4 for type when raised. 1=fire 2=ice (freeze 1 turn) 3=poison (+1 dmg next turn) 4=lightning life of wiz=1 less than skel for this level. 2 blood
3: Raise 1 Rock Golem mind req of 10; (stone skin equivalent) 4AD; Slows enemy movement by 1 red die when hit. moves 5 squares per turn. 3 blood
4: Poison Dagger mind req of 6; +1 elemental poison dmg to dagger's regular attack. Second turn, creature loses 1 more body. 1 blood
5: Bone Armor mind req of 7; -1 to dmg when hit; spell is then used and must be re-cast. 1 blood
6: Bone Wall mind req of 6; up to 3 squares of Wall is created up to 6 squares away. Can absorb 3 dmg before collapsing. 1 blood
7: Amplify Damage mind req of 8; successful hit = double damage AFTER defense is calculated ex: 3 skulls, 2 def = 2 dmg. 3 skulls 3 def = 0 dmg. 2 blood
8: Teeth mind req of 6; 2 teeth 1AD each but hits
cannot be defended, can hit 2 adjacent targets but not 2 hits on 1. 2 blood
9: Skeleton Mastery mind req of 7; +1AD +1 life for skeletons, skel wizs, and revives. 1 blood to arm in town.
10: Golem Mastery mind req of 12; +1AD +1 life for golems. Add 2 to Golem's move. 1 blood to arm in town.
11: Blood Golem mind req of 12; 4AD; all successful hits replenish its life 50% and replenish Necromancer 50% - but damage to golem is split between itself and Necromancer! moves 7 squares per turn; needs a body to raise, costs Necromancer 2 BODY to raise. No blood cost.
I think this is good to be starting with. As the levels progress, can add stronger levels to the spells and the later Necro skills as Tomes...