Riot Games' take on Auto Chess, Teamfight Tactics, proved to be wildly successful so far but just about everyone finds the RNG to be a thorn in their side. The developers recently confirmed they are working on curbing the randomness.
Auto Chess games took the world by storm and are definitely 2019's trend that could potentially equal the battle royale craze that kicked off in late 2016. One thing that is keeping autobattlers from being able to become a respected esport genre is the amount of randomness.
Random Number Generators (RNG) decide things like when a character will crit based on their chance, what items will drop and several other factors such as champion/ hero pool offerings.
The problem with item crafting in autobattlers becomes apparent frequently but Dota Underlords, for example, managed to lower the RNG impact by offering a random set of items that players can choose from.
Such a system doesn't exist in Teamfight Tactics and players get random item drops or none at all during the PvE rounds.
Players are only offered a random set of items during the Shared Draft (Carousel) rounds where they have to race with other players if they want to get a proper build.
Riot August confirmed on a Twitch stream spotted by that the developers are working on streamlining the process so one player doesn't complete two and a half items before the first PvP round while others are left with a single Chain Vest.
He didn't go into specifics but it is possible we will see a system similar to Dota Underlords, with a set of random items offered at the end of PvE rounds.
In case you haven't seen the havoc RNG can wreak upon autobattler players, you can check the two embedded videos. One of the matches even ended up perfect for the lucky streamer as he didn't lose a single battle and finished the game with 100 health points thanks to the early streak of good luck.