I've been thinking about roguelikes and roguelites of late, and I'm (genuinely) curious about something:
In my (admittedly limited) experience and to the best of my knowledge, highly-traditional roguelikes tend to use combat based heavily around random numbers: you bump into (or click on, or whatever) an enemy, one or more "die-rolls" are performed to determine whether you hit, and if so, another is performed to determine your damage. If the enemy survives, the turn passes to it. Barring a few tactics like kiting the foe into a trap or taking advantage of mechanics like attacks of opportunity, there's little apparent space for player skill in the game
So, in particular to fans of traditional roguelikes, do you enjoy this sort of combat, and if so, what is it that you find enjoyable about it?
These questions came about (at least in part) as a result of the fact that I've recently been playing both Delver and Pixel Dungeon. Delver I've been very much enjoying, while Pixel Dungeon I'm finding somewhat frustrating, and I've concluded that the main difference is in the combat: I don't feel that I have much real agency in Pixel Dungeon. When a foe kills me in Delver, I generally (and barring one or two annoying enemies) feel that it's because of a mistake that I made: I foolishly blundered into a teleportation trap and found myself surrounded by foes and disoriented, or didn't manage to avoid its attacks, or kept missing with my wands, or some such thing. In Pixel Dungeon, I feel that my skill (or lack thereof) has little to do with anything: I lose because the metaphorical "dice" say I lose, and that I find frustrating.
(To some degree I also dislike having to identify items, but that's primarily as a result of the general paucity in methods of doing so: I seem to end up either not using potentially-valuable items, or taking the reckless (but in some cases worthwhile) approach of experimentation. That, however, is more a niggle than a major annoyance, and I might enjoy the mechanic if there were simply more resources for identification, perhaps at various costs or tradeoffs. It might be worth noting that Delver seems to have fairly light costs for experimentation, making it a fairly viable course of action in that game.)
On examination, I feel that I enjoy most of the elements of traditional roguelikes, save the combat. I like randomly-generated dungeons, random (and better yet, randomly-generated) loot, and random enemy placement. I just don't like randomly-resolved combat.
However, it does seem that there are those who enjoy such gameplay, and thus I'm here looking for illumination on that perspective.
(One quick note: I don't want to get into the morass that is the debate about what does or does not qualify as a "roguelike", and what falls under the label of "roguelite". That's another argument for another thread! ^^; )