The first version of ink contained no randomising at all, and my thought was that we could instead tie results to arbitrary flags - so if you picked the yellow tie, you’ll get a 7 in combat later, etc - to make scumming impossible.
Seva Khusid🔜gamescomBut I don’t think it’s a randomness problem. Even a deterministic, progress-by-winning game should be fun to fail at; otherwise why are you including the option to fail?