Majoru Oakheart
Adventurer
I agree, you certainly want some randomness, but it's a sliding scale. The more randomness you have, the less strategy and tactics mean and vice versa. If the best laid plans have a 50/50 chance of succeeding and the worst laid plans also have a 50/50 chance of succeeding, then it doesn't matter what your plans are. Even WORSE is if your best laid plans have a 5% chance of succeeding because of how random the game is and the worst laid plans have a 90% chance of succeeding.Predictability, in a game essentially based around random rolls of dice, equals boredom.
It's the difference(to use a non-D&D analogy) between the board game Diplomacy(which has no dice at all and which has only a couple of basic rules that are easily predicted) and Fluxx(In which you don't even know what the rules are going to be each round and any player could win first turn randomly).
Most people will tell you that Diplomacy is HEAVILY determined by the strategy and intelligence of the players involved. Each move you make must be heavily considered because one bad turn can lose you the game. Fluxx is so random that you can win the game without even realizing it. It doesn't matter what you do during your turn, since what you do has nearly no effect on winning or losing.
I like BOTH games. But I like them for different reasons. Sometimes it's fun to just play a bunch of random cards and have fun with whatever happens. Other times, I like to challenge myself to try to out think other players without the dice giving the game to my opponent despite coming up with the better plan.
I don't think D&D should go to either extreme. But I think the game was TOO far on the randomness side of things in past editions. Now your choices really matter. Pre 3e, I wouldn't care if someone was playing the Gnome Fighter with an 10 strength. It wouldn't matter that much to our chances of success.