Quote Originally Posted by skaterger View Post
My question is, every part of the quest so far is measurable, what is wrong with adding some RNG into a RPG? Can you accept a differing view that some people like rng or do you only insist that it is objectively bad?
RNG isn't inherently bad. It can be good for the longevity of a game as long as it's done right. However, Atma in its current form is an example of how not to do it. It's far too extreme for the reward given and in comparison to all of the other steps.

Here's an alternative system just off the top of my head that still keeps within the spirit (RNG) of the current one without being bat-shit insane or completely overhauling the system:

Each successful FATE gives you an Atma Fragment (or at least drops a fragment at a reasonable rate). When you amass [insertarbitrarynumber] fragments you can combine them into a complete stone. Each FATE also has a chance to just give you a complete stone at a substantially lower drop rate, just like it works right now.

So now you have a system where RNG smiles upon the fortunate and helps them progress faster while at the same time it doesn't completely stonewall players who are lacking in the luck department. They may not progress as fast as their luckier peers, but they're still making progress on all (or most) of their FATEs nonetheless. Honestly, it’s what we have now, only with a safety net to guard against bad luck.

It isn’t perfect. A system where everyone's on the same footing (like with the other steps) would be best, but I'm thinking this up from the point of view of someone who likes RNG such as yourself.