I'd say we should allow DoomRL to do what it does best. DoomRL is very "methodical and balanced" as far as roguelikes go. With all the control that the player has over his build, his route through special levels, his choice of difficulty level and challenge game, the player can always know pretty much exactly what he'll be up against from the beginning of a game. This is not a bad thing - DoomRL bridges the gap between roguelikes and other turn-based strategy games, and caters to people who want to have more control over their play experience. Other roguelikes often put the player against much more randomness right from the outset, so you find yourself playing the game the RNG wants you to play, not necessarily the one you wanted to play. This is also not a bad thing. It's just not what DoomRL specializes in, and we don't need to cram any square pegs into round holes.