I think that's a good idea. It doesn't have to be loot. One very quick example: if the only way to unlock a character class in Elminage was to a puzzle-heavy theme dungeon. I wouldn't mind that at all!
This same philosophy applies to every facet of the dungeon crawler: as long as the reward is worth it the player with agree with game to learn how to best "play it". The "reward" doesn't have to be loot.
I realize now that the main and primary reason I dislike complex "Adventure game-style" puzzles embedded inside pure dungeon crawls is because they're almost ALWAYS used to gate the player and not to reward them.
This same philosophy applies to every facet of the dungeon crawler: as long as the reward is worth it the player with agree with game to learn how to best "play it". The "reward" doesn't have to be loot.
I realize now that the main and primary reason I dislike complex "Adventure game-style" puzzles embedded inside pure dungeon crawls is because they're almost ALWAYS used to gate the player and not to reward them.