Based on
this thread about balancing different playstyles and weapon builds, I would like to talk about a fourth playstyle to balance against the others: unarmed.
Right now, it's rather nice early-game, but quickly overshadowed by enchanted weapons. One way to go with unarmed would be to make the player automatically use a kick attack every time he attacks unarmed. This would make the playstyle rather distinct, giving three attacks per turn with a chance the last attack (kick) will knock back the enemy (forceing them to move next to you again), while balancing it by retaining the lower damage per hit unarmed already has.
Another way, very cool, very flavourful, but very code-heavy, would be to introduce unarmed martial arts, learnable from special NPCs. Ideally, you could learn several martial art stances from different NPCs, each giving specific bonuses when fighting unarmed, but all mutually exclusive, ie. you would need a menu to switch from one stance to another. This is to prevent minor bonuses from several stances to snowball into overpowered unarmed.
Example stance effects:
* Getting automatic kick while fighting unarmed, as described above, could be one stance. You could also get boosted knockback from kicks while in this stance, knocking the monsters many tiles back. (Fighting Warhorse Style)
* Stance allowing you to block weapon strikes unarmed. Very useful indeed. (Indomitable Jade Mountain Style)
* Stance that increases your attack speed and accuracy as you land blows - successfully hitting a monster would grant a short buff, stacking over subsequent hits, thus making you more effective in prolongued fights where you land many blows.
* Defensive stance giving you a bonus chance to dodge any attack, moving you to random empty adjacent square. This would both result in less attacks landed against you and sometimes give you some breathing space by giving you a free move, but could also mess with your positioning by moving you randomly (though you could prevent this by switching the stance off). The dodges should never move you into a lake or known trap, and would be useless with no empty square around you. (Bending Reed in the Wind Style)
* Berserker-like stance that massively boosts your unarmed damage while you're hurt - the more HP you're missing, the more damage you do, maybe giving even more damage boost for missing limbs. This stance is obviously double-edged and situational. (Bloody Hands of Cruentus Style)
Of course, this rework to unarmed would require its own subsystem, so it's easier to propose than actually implement.
BTW, I think gauntlets already add their enchantment to unarmed attacks?