1) Several relationships between factors not only exist already in the game but are considered fundamental. For example more HD=better chance to hit, better save, more treasure. Also, bigger=more HD is usually true, and bigger/more HD=more damage per hit is usually true as well. All pretty obvious I suppose, but just showing that what we're doing isn't different, just looking at other factors in the system that haven't been latched onto much.
2) For example, my chart didn't have "chance to hit" which is a big one, maybe most important. Some others not on that chart that might be worth looking at: target selection, morale, XP value, and dungeon level (depth).
3) While I'm trying to be systematic, I'm really relying on intuition to gravitate toward mechanics that would a) be interesting in-game, and b) haven't been used much
So, what if we run some of the newer factors through the chart gauntlet from last time (I'm not up to a new chart right now):
- How about a monster that targets the pc with the most treasure on them.
- How about a creature that has morale go up/down with every hit attempt (might be hard to track but you might use a die and change the face each time).
- a monster that has chance to hit modified by depth in the earth-- at level 1 they literally can't hit you and must scuttle away, level 9 you become hors d’oeuvres.
- How about a monster you can't see once you've hurt it.
- or, a monster that's size corresponds to its morale. Not a bigger creature being braver, a creature that you use morale normally, then its size changes-- maybe they puff up to become scary when they're actually wanting to run away.
- Maybe a creature that can only attack the number of times as it has assailants. It can't see you if you haven't attacked it, you can just hang back healing the party, or, watching them being devoured.