Which only brings us back to the original thought that "save-scumming" is therefore not an applicable argument against RNG mechanics.
Hell, and the seed mechanics just discourage, they wouldn't even stop it.
I offered one viable solution and immediately dropped it in favor of seed saving. Why have people felt the need to focus on the forum?
As for RNG not being random....well, yeah. But the RNG in D:OS felt plenty healthy enough to me so I really don't see why someone's ranting about it or what it is in programming (as a prgrommer, I appreciate the trouble of explaining it for others)
Now then, no one has offered a viable reason why the RNG systems of D:OS would be bad, per se.
As it is, I think the randomness in D:OS2 is overall balanced, but that's because it is usually restricted to attacks, chances to dodge/parry and criticals and most importantly, they don't rely on seed saving (which, as said, can be circumvented). Making initiative based on randomness?
Character 1: Initiative 9, roll d20, result: 2. Total: 11.
Character 2: Initiative 2, roll d20, result: 14. Total: 16.
Character 2 acts first without having ever bothered with spending points in initiative, while character 1 is headbutting the computer screen for having spent points in initiative. I'm using "character" in a very loose sense of the word here. During fights, the player's party is usually at a numeric disadvantage, which means that enemies have more chances to score higher initiative rolls, thus acting first, despite the player having bothered with spending points in initiative. Doesn't seem 100% fair to me, as much as having skeletons and zombies with 14 initiative does.
Edit: this argument of mine only stands with the game in its current iteration; I'd have nothing against returning to the (sadly gone) old days of bodybuilding, willpower and CC chances; in fact, I'm kinda wondering why were those mechanics changed in the first place.