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It would be possible to create a non-RNG version of Talisman. You simply remove die rolls, and ignore cards that involve die rolls. This would make it more akin to a competitive roleplaying game than a board game.
Out of interest, if you used a purposely stacked deck and removed the die rolls, you would end up with a version that can definitely be solved. Even with a randomised deck, this version of Talisman could be solved, but the amount of calculations needed for all the permutations would be massive...
Okay but.....
Who gets to pick the battleship first, someone picked the top hat before me so I am rage quitting NOW....
Seriously though, RNG is RNG, cards are random and are not a number so technically you are right, but this is clearly splitting hairs
You repeat that process until the original deck is empty and you get a randomized deck.
That's how deck shuffling works in games, without a RNG you are not able to do that.
A RNG-free talisman would require to not use any randomized deck
The key differences between cards and die rolls are that die rolls are independent events, with a static possibility, where as a deck of cards are not (unless you shuffle the cards back after each draw).
You could have a significantly different game of Talisman if you took 100 cards for the Adventure Deck and then used a percentile dice roll to determine which card is drawn, as you would have a significantly greater chance of repeated results even if you used uniquely different cards.
To provide a simplified example of the difference, imagine using a deck of six cards numbered 1 to 6 compared to a six-sided die. With the die, you have a static chance of any result between 1 and 6, with 1 in 6 chance of each assuming a fair die.
In contrast, the odds of getting a specific result changes depending upon the cards drawn, increasing towards 100% certainty as you draw more cards.
In terms of programming, simulating a die roll is significantly different and much easier than drawing from a deck of cards. If you are only drawing a single card before shuffling, then you can cheat and assume a deck of cards is similar to a die roll, but for multiple draws, the algorithm is significantly different.
Thus, whilst cards involve randomness, they cannot be considered the same as Random Number Generation. There's a very important distinction involved.
From what I can read of the original post, this distinction may be important regarding what is being suggested. So it's slightly more than spitting hairs, unless RNG is merely being used as a short hand for randomness...
Interestingly enough, it's not the first time I have come across this suggestion for a diceless version as a house rule for Talisman. It's not extremely popular, however, since the use of dice rolls is a key defining feature within the game. This doesn't make it undoable - just a significantly different experience to play, even more so than cooperative play or solo play variants.
Bear in mind that whilst programmers cheat by using an RNG to create a randomised deck of cards, because nobody is going to spend the time working out the variables in a physically shuffled deck of cards, this still doesn't technically equal RNG. It's the same in the physical version - nobody is going to use an RNG-based system to stack a randomised deck, when they can just shuffle the deck.
There have been some house rules suggested to go in this direction. Mostly, it's to remove the dice-based elements in various ways. The arguments against such proposals are basically the same as here - it's just not Talisman any more.
It's worth noting that in the physical board game, card-based mechanics aren't necessarily considered the same as dice-based mechanics, despite both being forms of randomness - hence the distinction between the two uses of RNG in some cases.
Out of interest, anyone taken a look at the Talisman RPG by Pegasus Games? Yet another take on the game which, at a first glance, can be considered to be Talisman without cards (and boards).
Getting back to DE, I would recommend that people keep in mind that this is a computer emulation of a physical board game. Both dice-based and card-based systems are emulated using manipulations of the same RNG algorithm within the software itself, even though there are distinctions between these two, and from other forms of randomness in mechanics.
So, yes, Talisman is a mixture of skill and RNG, but not all that RNG is the same. It shouldn't be dismissed as such.
As an aside, the OP might be interested in the fact that the issue might not be with die-based RNG, but with the unreliability of outcomes from a set range with equal outcomes. The same concerns have been raised with games, particularly RPGs with a single die-based mechanic of conflict resolution, like the d20 system behind Dungeons and Dragons.
A response to this often arises in the optional house rule to replace a single die roll (such as a d20) with multiple dice, preferably one with results of a similar range (such as 3d6). The result is a bell-curve of outcomes that see an increased likelihood of middling results, and reduced chances of extreme outcomes.
For Talisman, this can be as simple as swapping a single d6 roll in combat with a 2d6 roll instead. This should create a simple bell curve for combat solving the issue of reliability.
For other d6 die rolls, rolling 2d6 and dividing it by 2 is a quick fix, but would likely neccessitate a reworking of many spaces and cards to take into account the bell curve of these rolls for any sort of true balance. Plus, you would need to decide whether you prefer rounding down or rounding up when halving 2d6.
Ultimately there are options and discussions to be explored here, beyond the initial "It's just not Talisman" rebuttal. After all, No Respawn and Character Selection aren't really "Talisman" either...