I should not have left that at "depending on variables", because when that comes to me, thats not explaining much.
Allow me to expound on what I meant ...
First off, I agree with the fact that a dungeon should not be identically replicated as the default standard, as that could (and would) be abused in a hoard of ways.
What I was implying was "variables" such as these...
a. A special skill called scouting that allows, a "reset" of the same dungeon. So the character would not get gold or get to keep items, but be able to reattempt the exact same dungeon. This level of identical reproduction, I think, should be limited to only 1 retry attempt.
b. The walls, or the physical design of the level is the same, but the monsters move. As the dungeon has not "changed", but naturally creatures move and etc... Perhaps if you buy a "map" of the dungeon, or a special mapping skill.
c. An instant reattempt option, every thing is randomized, and the same race same class is placed back at the start for a dungeon reattempt. Purely a game function.
d. Then there can be a random regeneration that allows for the keeping of gold and items, perhaps an ability called "looting".
The general idea that I was getting at, was any number of creative exceptions can be used to license differing degrees of dungeon reattempt options.
5-84-44. An option to “restart dungeon” could be added next to “retire” at dungeon exit. This would cut down on the clicks it takes to exit and reenter a dungeon, if you intend to use the same race and class.
5-85-44.2. Restarting a dungeon either could or could not be re-randomly generated, depending on many variables.
I like the sound of this, but it'd have to be randomly generated each time as per the second part of your idea, otherwise you could pick up all the important stuff on the map while not wasting any tiles for regen or other purposes.