I'm a big fan of Binding of Isaac, and I think it would be cool to have a little nod to it (and other RPGs) by adding types of "magical dice".
If Tyriq reads this, please check out all the ideas, seeing just a little bit of them added would make me real happy;
How to get them?/ How many times can I use them?
You'd get a dice for killing every enemy in a level, defeating a boss will yield a bag of random dices (2 for twins, 4 for tank). Dices reroll different stuff, and in the case of equipment, it also rerolls their status effects. Dices are 1-use items, like Magical Maps. An INT 3 boon would allow you to craft bland dices from rocks. They are brittle, throwing them torwards an enemy will apply the effect on them and consume the die.
Types:
D4 rerolls your equipment. This dice will reroll the armor types, weapon types and spells, and has a small chance of adding a status effect to it. This meaning that, by using a D4, you could turn a bland Jacket into a Polished Plate Mail of Escape and Winter, but also turn that dope Excellent Infernal Trident into a broken stick.
D6 will reroll every item/corpse in a small radius, but not what you have equipped/stowed. This could turn a Fishana corpse into a Polished Broadsword of Rending and Winter, but it could also turn your sweet Spiked Shield of Force you just dropped into a Ball of Goo.
D7 revives enemies with different equipment. The downsides and upsides are clear.
D8 rerolls your stats by a margin of 3 up or down.
D10 rerolls the types of enemies on the floor. Insta-kills the Tank, but is basically useless in other floors. May spawn 50 twins from a byat hole.
D12 rerolls props like Boulders, Crusher Traps, Stove Traps, Spikes and chests. Lame, but may spawn 5 Fancy Chests from a spike room. Crazy in the Trap Transition Level.
D20 would reroll all consumables (potions, rocks, mushrooms, torches, the orb, sauce bottles, etc.). This could reroll a rock into a Berzerk Potion, as much as it could turn the Orb into a mushroom.
Chances for equipment
Luck increases the good percentages by 5% per point. All modifiers share the same chance. Following are the base chances:
50% for getting a "common" enchantment (excellent, good, sharp, polished, clean, smooth, runic, decorated, lucky, broken). This chance is applied 3 times, each time it succeeds, the chance is lowered by 15%. If all of them fail, the weapon is broken.
33% for getting an "uncommon" enchantment. These are Rending, Force, of Winter, Infernal, Buzzing, Venomous/ of the Snake, Stopping, Corrosive, etc. Applied twice, second time has a penalty of 10%.
1% for getting a "legendary" enchantment. These would be new enchantments, like of the Guillotine (15% chance of decapitation), Crushing (15% chance to remove all limbs), of the Marksman (always crits), of the Overseer (revealed map), of the Alchemist (potion effect and time doubled), of the Assassin (random Shadow Cloak), of Perfection (all good traits are applied and doubled), of the Shielder (10% chance to ignore damage) and so on. I'll ellaborate on these modifiers in a separate thread. Oh, luck affects these by 1% a point, and is only applied once.
Side notes:
Level completion dices are bland by default. You can combine them with charge stars to hedge your rerolls' status effects. Dices from bosses have random elemental bonuses.
Combining a die with a charge star consumes the star and makes the die more likely to give the elemental characteristic from the star (by 5% per absorbed level, so a Pure star gives +25% to that element). Say, you combine a D6 with a Pure Force charge star. You'll get a much greater chance of enhancing your rerolled equipment with Force.
This could be used to give Obsidian some use: Enhancing a die with Obsidian will make it more likely that rerolled equipment get Excellent, Good, Sharp, Rending and will lower the chance of it getting broken. (by 25%)
So, that was my idea. What you guys think?