Believe it or not, as long as Crawl is deterministic there _is_ an optimal way of playing whatever the intended playing style may be. That doesn't mean that anybody will be able to figure out the optimal way (see chess).
dpeg wrote:What the others said: melee powers should be passive.
Passive like ... finesse, berserking, heroism, hasting, agility, might, weapon branding powers, sure blade, levitation, corona, phase shift etc. pp.?
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Ideas for improving shields from turn 0, all completely passive:
* To-Hit penalty only when using 1.5-handers or casting spells.
* Blocking stairs: Limit the number of foes that can follow you up or down stairs depending on shield size. Drawback: In the turn you emerge on the other end of the stairs you get no benefig from the shield if you're being followed.
* Blocking corridors and doors: Foes have a reduced chance to push past you through doorways and in two tile wide corridors.
* Hiding behind the shield: While resting, shields block all ranged attacks including single target spells with a chance depending on shield size (something like 20%, 50%, 90%?), independent of the shield skill. (This allows to survive packs of ranged attackers until they close into melee range).
* Shields add flat 2/4/6 points to the armour class (reasoning: blows that get past a shield may still be somewhat weaker because they need to be aimed more carefully). Maybe even add the whole base SC to the AC (3/5/8?)?
* Blocking sight: Large shields block enemies' line of sight so that e.g. blink frogs cannot blink past you in a corridor.
* Any melee range attack against a shield bearing character or monster has a chance of being slowed by a few ticks (it may take some time to get a good atack angle).
* When a monster enters line of sight of the shield bearer for the first time, the shield bearer has a chance to "get the initiative" because the monster needs to maneuver into an attacking angle: If the enemy decides to target a ranged attack at the character's tile, there is a chance based on shield size and skill that he wastes that turn instead. If the monster does something else, the initiative is gone.
* Spiked shields of all sizes that have a chance of dealing a bit of passive damage to unarmed melee range attackers (possibly including short blades?).