"Against the cool combat system of Dominions"? What factors from Dominions' combat could be incorporated into a roguelike? I already said I was planning on including protection value, albeit as dice so weaker creatures have at least a chance to damage heavily armored creatures... what else did you have in mind?
Oh, yes, I was planning on "ye olde dungeon descent" (

), just because it seems the easiest to implement and balance - ye olde monster strength and ye olde item power should be directly related to ye olde dungeon depth, right?

I always hated it in games like ToME where you could suddenly run into level 35 monsters when you were only at level 10, just becasue you happened to wander into the wrong square on the overworld map!

(Of course, I still like ToME for a lot of other reasons

)