All these options I'd like tied to a challenge level of something similar to PoTD with an Ironman-esque play feel to it. Most of these suggestions will probably be disliked, at best (lol), and would be for a "new" Expert Tier that could be part of a PoTD type of challenge level with a verisimilitude perspective. Please understand most of these would not fit the gameplay style of this [potential] series and should never be considered (I'm just super bored this morning). --laughs--
No initial, always updated, map systemMaps can occasionally be found as part of treasure or commonly bought from vendors for a price. The more rare the more expensive.Maps never show your position (no GPS)
Dungeon maps are only part of treasure
Caveat: I do not believe adventures should be cartographers (basically, no vocations/trade skills for characters! They are adventures unless it's directly required for game mechanics; see Vocations below for more).
No quick travel. In terms of this game, at least, that would mean two things: going to different area must directly linked to the origin area (no skipped 2+ areas and simply adding travel time) and the area you wish to travel to must be adjacent to the border of the area traveled to.
Darkness in dungeons: light source in hand is beneficial. Not having light source would NOT make the screen dark or hard to see but instead just make the fog of war closer to the party or character [if the wander off by themselves] without a light source.
Creatures always re-spawn over time in all areas; native monsters and animals. Not specific story/lore NPC's [if killed or left the area] just to be clear.
Stash is a physical object and we must travel there to use itMultiple stash locations are not tied together (if more then one location; base of operations)
We never know an NPC's name until they give it to us (we ask) or there's a reason we know it (ex. Barek's Armory and Tidbits)
Any found spell can be researchedResearch: spells added to a Grimoire take in-game days (Spell Level = amount of days) to research and add to spellbooks. Because actually doing the act of researching would be boring this would just be a mechanic of click-to-learn, and in X amount of days it would be scribed to the Grimoire.
Spells of higher level than the caster could be learned as well but with a delta between the spell level and caster would be added to the research time. Ex: a 1st level wizard could learn a 3rd level spell but it would take 5 (3 [spell level] + 2 [delta]) days to learn.
Researching spells higher than the caster level costs exponentially more.
Casting spells higher than the caster level has potential to fizzle, backfire on the caster, or cause system shock. Scaling hazard mechanic based on delta.
Priests (and other divine casters) have a Devotion system that works like PoE1 paladin disposition system. Break away from your God's devotional path and lose spell casting level(s) until rectified.Divine casters who stray too far from the their devotional path permanently lose all casting abilities.
Time between rests is based on the last Rest (every 16 in-game hours the party may rest)If the Vancian system is used: a point system that builds over time (in game time) that spellcasters can use towards memorizing their spells (out of combat!) between rests. Ex: Every hour of in-game time a spellcaster gains one point which can be put towards to memorizing a level 1 spell. If two hours passed then the two points accrued can be put towards a 2nd level spell, etc. Resting always memorizes all spells, as usual, and all points previously accrued are reset to 0 at the end of the rest.
Not resting after X amount of time has detrimental effects similar to the current Injury (from knock outs) system in PoE1. No their shoulder doesn't pop out of place because they're tired. =)
Battle fatigue: I don't find mixing a fatigue system and rest system together ever works out well but a battle fatigue system can often offer additional challenge to long-lasting battles (as they should IMO). This could be a scaling system based on the parties average level that would trigger once a threshold is met. Party members, each round, would have a escalating chance of becoming Battle Fatigued. Effects could start out, chosen from a pool of minor effects, such as losing 5 points to a single Save type (-5 reflex) to -2 damage and could intensify to a pool of sever effects such as Confusion or Health loss.
System shock: certain circumstances may (small chance; I'll just use a 10% base chance, on the examples below, because these circumstances would be uncommon/rare in the first place) cause system shock and one stat is lowered (players choice) by 1. Some examples that may cause system shock [though not necessarily related to game lore] with associated example chances: falling unconscious because all Endurance was lost (5% = 10% - 5%), falling below 10% Health (10% = 10% + 0%), planar travel (30% = 10% + 20%), using spells ~50% higher than the caster level (variable% = 10% + (caster_delta * 10%) ), resurrection (50% = 10% + 40%), taking 75% of your max Endurance in a single hit (20% = 10% + 10%).The attribute point lost should be a tight range of attributes the player chooses from unless the circumstance is highly relevant to the reason. Falling below 10% Health: Might, Constitution, or Dexterity. Using [much] higher level spells than the caster: Perception, Intellect.
Attributes lost to system shock are regained over long time periods. Certain spells (NPC and PC) can also remove this effect.
Vocations: learning to brew potions or scribe scrolls costs the character their max level potential. Reduction of one level per vocation (not including cooking). So in terms of PoE1, if this system was in place, if a character decided to learn how to create a potions they could only ever attain level 15. Can not unlearn and is permanent. Hirelings can never learn a vocation.Crafting would still be accessed just like it is now in PoE1 but if the character that *took the hit on max level* was not in the Party then Crafting of chosen vocation type would not be accessible until they returned to the party.
Friendly fire also includes ranged characters having a small chance to hit front-line characters on Misses and two handed weapon wielders also having a small chance of hitting nearby characters on Misses. Normal casting FF rules apply (no additional penalties for 'ranged casting').Dexterity and Perception lower, and eventually negate, these small chances of being hit (reflex) on the defenders part when a Miss of the initial target happens and/or based on the Accuracy of the wielder that Misses the initial target.
NPC's are less present in towns at night, shops are closed, etc. They must Rest too.