>>31392573Well, you shouldn't base core mechanics on RNG, and player input should definitely have more value than something the player has no control over, but you can have RNG in a game without ruining everything.
Take your previous example, critical hits. Most of the time, they're fairly rare, and give you a bonus to damage, but aren't really going to help you win a bad situation unless it was THAT close of a match-up. Critical hits are only going to give you the win if you'd probably have won anyway, just sooner. Even so, there are usually ways to improve your critical rate, and/or the amount of damage crits deal. It's not uncommon to see martial characters in D&D make high critical builds to improve their odds, for example.
Breeding is an RNG-clogged mess, but the 6 IV Ditto alleviates the majority of that by cutting out a significant portion of the worthless rolling for IVs. It makes it much more manageable (only requiring you to roll 2-4 values as opposed to 8-9). This brings the RNG down to a much more enjoyable level. Is it perfect? Fuck no, Gamefreak, where's my damn Nature changer and my HAs?