Archived from groups: rec.games.roguelike.misc (
More info?)
Martin Read <mpread@chiark.greenend.org.uk> buzzed:
[adding pick axe breaks game balance?]
> Of course, whether "game balance" exists in Crawl in the first
> place is left as an exercise for the reader

I think the word that fits better is 'character' (of Crawl).
Crawl is straightforward, 'simple' (the handling, not to play; like
no light source and you don't even get a bag), no nonsense toys,
things have their purpose and that's it. Even the skill system is
'simple'■, straightforward.
At the same time, you're also free to do as you please. It's like
someone hands you the game on a silver plate, says 'do what you
will' and then walks away not caring what you do with it.
I like that, it's sort of a vague frame where you can bounce around,
with the occasional X-Mas-decorated fir popping out of the ground to
surprize you, instead of a colourful, blinking lights pinball where
in the end every game is the same because there is only one road to
take.
If you add nifty convoluted toys, you might also add convoluted
rules and end up adding restrictions, and so destroy Crawl's main
charm.
I would not mind nifty toys, I would mind restrictions, a lot.
■ Not in the sense of stupid but 'plain', un-convoluted.
--
Tina the Merry Crawler - the Favourite Plaything of the Rasping Neanderthal
Gardener