In other words, I'm not really into NetHack or Crawl. Andband is my kind of roguelike. In Angband, you can escape from any danger by reading a Scroll of Teleport Level, as long as...
1. ...you aren't gradually losing hp from being poisoned, bleeding or starving
2. ...you aren't blind, confused, paralysed or unconcious and thus unable to read
3. ...you aren't killed in one turn, most likely by a monster breathing poison or elemental attacks
4. ...you aren't so much slower than the monsters that they get to act twice before your go
Angband is an unforgiving world for those venturing deep into the dungeon without enough hitpoints, speed and resistence ot blindness, confusion, poison, fire, lightning, cold, acid, etc and of course a Scroll of Teleport Level. But if you do take the necessary precautions you are rewarded with from annoying deaths. That doesn't mean the game gets boring once you have that safety net, though, as Angband is good at tempting you to tempt your fate. The levels are not only randomly generated each time you start a new game - once you leave a dungeon floor it is lost and replaced by another the next time. So if you find a Great Vault - a big room filled with overleveled loot and monsters - you can't leave it for now and come back after gaining a couple of levels. As you don't find Great Vaults very often, you WILL consider taking stupid risks when you do! Also, grinding to fill every resistance hole before diving deeo is boring! Using detection magic to avoid lethal threats works just as well most of the time. Except for when it doesn't.
But even if grinding can be boring, it really feels good to have the option. When you die because you couldn't be bothered to grind it feels fair. You still get mad, but you get mad at yourself and not the game. The typical playing pattern of a game where you can grind:
1. Exploring the early game, taking lots of risks as you don't have much to lose yet
2. Your first near-death experience, you realise you've gotten rather far and that you should be more careful from now on
3. After taking it slow for a while, wiping the floor with the early monsters you start longing for adventure
4. You have to go pretty far before you start running into monsters that actually hurt you, suddenly you run into a unique or something and lose 50% of your hp in one attack. You use up a lot of expendible resources, your speed potion, a bunch of your best healing potions, etc,etc. But you survive. You mourn the loss of pretty much all your good potion finds this far in the game, but at least you're alive. After all, this is what a good personal apotheque of potions is made for!
5. You take it slow once again, not only gaining levels but also re-building your collection of potions
6. You get bored and take risks. You get scared and once again take it slow for a while.
7. After many cycles of getting bored and getting scared to death you reach the door to the end boss. You can't lose after making it this far. So you grind and you grind, hoping to find a couple of unique itens that you want to aquire before taking on the boss. But you never find them. You grind some more and get bored to tears. But you're smart enough to know that losing to the end boss now will make you feel awful. So you play another game.
Well, that's pretty much what happened in my last Angband game. But are there any other grindy roguelikes? Preferrably not as lengthy as Angband. Something like Quickband (which does have some auto-adjusted monster levels) is in my opinion pretty good. You still benefit from grinding, but as the end boss is Saruman and not Morgoth, you don't have fill every single resistence hole before the final battle. Quickband also does away with the infamous "stat gain" segment of every playthough, where you have to grind for potions raising your stats. In other words, Quickband still has you grinding, but you grind for good items rather than specific items.