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Did you look at Rangers of Shadow Deep? It's basically co-op Frostgrave with less magic and more general specialties for the heroes. Probably still not quite as RPG like as you'd want, but it might be close enough.
Frostgrave will be coming out with a supplement for solo/co-op play and random dungeon generation, but it’s still wizard centric.
I'd probably go for an adaption of D&D 5E, with the AI controlled by cards or a chart. After all, most monsters would just move towards the nearest target or stay back and shoot
Warhammer Quest (the old one) was pretty much perfect game play wise. I severely disliked the hodge-podge dungeon floor designs and the completely un-themed encounter table, but as far as game-play was concerned, I found it the perfect balance between simplicity and fun to play. I guess they kind of made up for the themed encounter problem with the additional supplements, but even then they were... off...But yeah, if I were to create and release a dungeon crawler, it would be relatively simple, but the dungeon floor designs would be very generic, and the encounters would be themed. In fact, there isn't much stopping me from adapting it, since I have a large collection of 3D dungeon corridors ready already. Maybe I should go for it.
Have you looked at Dungeon Saga from Mantic? I have it from the KS, but haven’t played it much so don’t know if it ticks all your boxes - but it was certainly intended to.
I believe I suggested it back in your original thread, but Myth ticks all of your boxes.It's a cooperative dungeon crawler game, with at least 10 different types of adventurer, all of which can advance throughout a campaign. The 'Dark Side' is controlled by the game system, with different enemies having different reactions to the threats players pose.The turns are actually different from other systems; each action taken by the player (controlled by a character specific card deck, which will also grow as the character advances) generates a certain amount of threat; the more daring or dangerous an action, the more threat it generates, and once the threat tracker is full, the dark side activates. So players can do pretty much anything up to the point where the tracker ends the players turn.There is no fixed turn sequence either; players can play their character's cards in any sequence and as many as they like, intermixed with those of other players. So players can also help each other, as there are quite a few support cards as well. It's a system that really requires a lot of cooperation.The dungeon (or forest, dockside, city, desert or whatever) is laid out piece by piece. There are no corridors as such, but only adjoining rooms/areas. At least; when you stick with the supplied scenarios. But there are so many (and there is a literal ton of expansions and extra missions), that you will not run out for a very long time to come. And when you do, there is obviously the option of creating your own dungeons, with custom missions, and there is a whole plethora of opponent races to choose from. Off the top of my head, at least a dozen, all with basic troops, leaders, captains and big monsters.The only downside is the fact that Megacon Games, who created the game, have sold out to a larger company, while they were still in the process (and struggling mightily!) of fulfilling the second Kickstarter of the game (and as you might guess; I'm still waiting for a sizeable chunk of my rather large pledge :/ )The game should eventually become available in retail again. It's been many moons since the last KS update, and I'm not holding my breath, but copies should be available on Ebay and elsewhere.Regardless of the issues with the KS, it is a very good and fun game. And like I said; it fully ticks all of your boxes...
That's something I could try. How would you make the cards or the chart? Or would it be possible to use the frostgrave AI for such a game??