Wait- what's your problem?
Are you having trouble designing the rules of your game, or programming it?
There is no problem. It was a question. Asking how often people go for ease of implementation over fun factor.
I don't see how the two are mutually exclusive. 3D and ports to x-box, for example, are now one-man jobs.
You described HeroRL being complex and hard-- Is it complex because your rules are difficult to implement or because you haven't decided on how the rules fairly and appropriately represent your idea/objectives?
Basically- I'm asking what your question is asking-- is it asking it from the point of view of a game designer or from a game programmer?
There are 4 branches of game development--
Production/Game Design (rules, story, gameplay)
Software Development (tools, shaders, mechanics, physics, engine)
Asset Development (art, music, models)
Level Design (scripted events, areas, gameplay implementation)
Procedural generation lets us cut out or greatly reduce our need for Assets and Levels. The only two things a roguelike developer needs to think about are design and programming (including the emulation of level design and, if necessary, assets).
Is your question one of design, or one of programming?
Typically- a designer has a certain set of objectives they wish to accomplish in regards to how they effect the player. The programmer develops a paradigm, or set of features, necessary to accomplish these tasks as simply as possible. It is the designer's job to determine what the mechanics are- what stats each creature has, how combat is handled, and everything else that matters. The programmer just finds a way to implement it.
Complexity exists relative to one's perspective of a problem- Is an idea too complex to describe the rules or are the rules too complex to program?
In my personal opinion, if the rules are well-defined then there isn't really any problems when it comes to implementation.