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On a table top game, (ex DnD) you can only roll 1,2,3,4...20. This simplifies the math so that players can keep track of numbers. Furthermore math needs to be simple (addition, subtraction, MAAAYBEEE multiplication) because you don't know the players education.

In a digital format you the developer/game can do all the book keeping. So instead of integer breakpoints for damage (skulls-shields in heroscape) you can instead make a complex damage formula based on stats and have it be as random (or not random) as you want. Square roots, 1/x type functions, exponentials, etc are all on the table.

I settled on removing randomness. You may find your game needs something different. The idea is tabletop games have the inherent flaw that the rules need to be based on simple results from a die. A computer game does not need to follow the same rules. 

Examples of where poor tabletop rng can make for unpleasant experiences are low level DnD campaigns (easy to get one shot if an enemy rolls a 20 vs a 19, or in simple rules of heroscape where you roll no shields with the robot guys and your opponent rolls one skull). 

Hopefully that helps.