>>16346915
Never played FTL so I can't comment, but plenty of RNG heavy games absolutely allow for sure-thing risk management if you know what you're doing. Fire emblem, for instance, has strict mathematical rules going on for every dice roll, so it is perfectly feasible to know exactly how at risk any of your units are, not to mention most of the modern games employs true hit, which averages two dice rolls to reduce extreme successes or failures. The only real thing that can truly fuck you over are the RNG levels.
Darkest Dungeon, on the other hand, has all its mechanics tailored to always keep your team in the maximum margin of error possible. You can plan, but only to an extent that doesn't guarantee shit. Base level and equipment increase is the only real guarantee you have, and that's not proper risk management. It's just a consolation prize for a gameplay which primary conceit, repeatedly and proudly owned by the devs, is not to bring you fun, but stress.