Edit: OOPS. You meant whether the statement about being puzzle like applies to OG Rogue. You said almost exactly that. My bad lol, below remains intact to display my shame (and enthusiasm).
It’s a puzzle in the sense that you have a constrained number of options, both in a given combat scenario and in the general sense of building your character and attacking the dungeon. And usually all those options have some tradeoffs, beyond just the opportunity cost. Skill (and creativity! one of my favorite elements!!) of the player make the difference between a doomed run and a cakewalk. Careful marshaling of resources, knowing when it’s time to spend something rare or take a gamble. Knowing what late game change might solve the weaknesses your character has and help achieve specific goals, knowing what would be folly.
Lot to learn, and then deploy in fun and creative ways. And challenging. Loss is the teacher, lol. So good!
I wonder if that statement applies to the original Rogue? I don’t recall there being much puzzle to it.
Edit: OOPS. You meant whether the statement about being puzzle like applies to OG Rogue. You said almost exactly that. My bad lol, below remains intact to display my shame (and enthusiasm).
It’s a puzzle in the sense that you have a constrained number of options, both in a given combat scenario and in the general sense of building your character and attacking the dungeon. And usually all those options have some tradeoffs, beyond just the opportunity cost. Skill (and creativity! one of my favorite elements!!) of the player make the difference between a doomed run and a cakewalk. Careful marshaling of resources, knowing when it’s time to spend something rare or take a gamble. Knowing what late game change might solve the weaknesses your character has and help achieve specific goals, knowing what would be folly.
Lot to learn, and then deploy in fun and creative ways. And challenging. Loss is the teacher, lol. So good!