Lyverbe wrote:PeyloW wrote:Mostly I miss that there is no notion of the strength of a casted spell.
Oh, right, I forgot about that feature. Indeed, it was fantastic.
I also miss the fact that you can't practice spells. Somewhere around level 7, you had a small room generating 2 rats (food) with water nearby. You could practice your spells there for hours if you wanted to and become a super Gothmog.
There was a room like that with 4 screamers (sometimes less) that would spawn. Back in the day my brother and I used to call it "screamer heaven" - I remember it used to take about half an hour to shift all the bits of surplus screamer slice from one floor tile to the next

The natural multi-class system and gaining of experience and skills purely from practice is the only thing from DM that I don't think any other RPG since then has quite done right. Bethesda almost had it right with Daggerfall but never really managed to make it balance with the way they scaled the monsters - and have watered it down significantly in Skyrim. IMO, classes and skill points go hand in hand with loot syndrome. Having no stats for items, and few types of item available, is another thing I loved about DM - I could decide for myself which weapons were my favourites and why, by experimentation, rather than accountancy... I do miss power levels for spells, but the Grimrock system has an elegance about it that I wouldn't want to mess up - and there's less of a requirement for it due to the skill/spell progression system in Grimrock.
While wer're on the subject though, my favourite ways to grind levels up in DM were:
fighter: rapier->jab->screamer
ninja: punch->screamer
priest: wand->calm->screamer
wizard: light, then fireball->screamer
Never had an archmaster though

I think level 4 master was as far as I got with anyone, not including the level bonus for holding the complete firestaff.