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https://www.reddit.com/r/JRPG/comments/m5u2we/guide_to_all_the_different_antigrind_mechanics/
JRPG balance dynamic difficulty cross-game analysis
Many JRPGs created interesting designs that don't require or allow players to grind, such as scaling enemies, reducing or eliminating XP, level caps, not respawning monsters, and penalizing the player; this thread lists pros and cons, too.
https://www.gamedeveloper.com/design/the-reset-problem-a-case-for-single-player-matchmaking
single-player dynamic difficulty balance matchmaking roguelike
In single-player games, players die, restart, and often have to grind through boring/easy content. Players don't get to practice long at their highest skill level. There are some game-design solutions to that: dynamic difficulty, and single-player matchmaking. Specific advice about roguelikes here and here.