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As far as I've been able to deduce, DD plays it fair with the RNG. It's difficulty comes from being apathetic about the result.
comparing this to xcom is wrong though, for more reason then i care to enumerate right now
With something like XCOM - A good loadout and good tactics mean that you can, on the whole, win every mission you come up against. In effect, if you get the advantage, you can generally retain it.
Where Darkest Dungeon is different is that it keeps you on more of a knife-edge. Bad luck can mean that your favourite A-Team are pushed onto the back foot and you need to run. I think I roughly abandon about 5-10% of higher levels - with some bosses taking numerous attempts. But for reference, in my 60-70~od hours of playtime, I have literally only ever lost 1 hero to pure luck. Everything else was my fault (pushing it too far when I should have retreated)
So it's fine if you go into it understanding that you'll have good runs and bad runs, and that the trick with the game is knowing how to manage them. It's if you turn up expecting that the right tricks will score you a 100% success rate that you will find yourself very frustrated
Hope this helps!
All the risk can be managed. It does take a lot of know-how to manage all the risk, but since it can all be done I don't consider it unfair. (I haven't managed to figure out the roaming CC boss, everything else I can reliably defeat.) Recently someone did a no-death run of darkest with CC enabled. It's not a superhuman feat.
Also note it's a 4 on 4 battle game. If you're apt to get tired of 4 on 4 battles, then you'll get tired of the game overall.
That doesn't mean you cant manage said risk. Managing randomness/uncertainty is the entire point of risk management.
so i just tried to belance an potentially misleading statement about the gameplay