Here's a quick point that a lot of people neglect: RNG is not an inherently bad thing.

RNG utilized well is usually based around the concept of 'Risk Management', in which you strategize around factors not completely in your control, attempt to stack odds in your favor, and account for the impact of potential failures. Games like BloodBowl, X-Com, and Darkest Dungeon utilize the concept to deliver excellent gameplay; and even when it is not a core design concept it is still very important to recognize and work with in games that are not wholly deterministic.


The Flaws of Divinity: Original Sin II: A list of observations of the game's shortcomings for the community.
Found HERE.