Well, as the game is turn based with consequences for your choices, much like old roguelikes, I'm sure Hooman is referring to the cheating tactic "save scumming", which if you don't know what that is, it involves backing up your save file in case you do something wrong (generally dying) and then reloading your save by copying the backup save back to the original save location. As many games will delete your saves when you die, backing them up to another location is an effective way to get around the automatic save file delete with permadeath, thus most people consider save scumming cheating as you overcome a game feature in a way the game developer had wanted to be present in the game to provide challenge. Gives players who use it an unfair advantage over those that don't, thus its often considered cheating.
... Though, for some roguelikes, it almost feels like the game is cheating on the RNG or some game feature seems unfair, and thus sometimes its necessary to save scum to counter the already unfair gameplay. An example I like to use is save scumming for ADOM. There are so many different things that can instant kill you if you lack an item equipped, and thus if you aren't prepared for them, you can die instantly losing hours of progress in what felt like a cheap death. At least if you get cornered and flanked on all sides, it feels fair, as you took too many risks and thus paid the price, but wandering into a dungeon level, not knowing about the Banshee and not having any beeswax, and losing a character you've played for 40 hours just is overkill. Hence, in these "cheaty" games, I like to save scum to make the game a bit more fair. But that is just me.