Useful, why?

The points mentioned above are not relevant for every game but are tools that should be kept in mind and employed when they will support the desired player experience.

Two types of Randomness

In my opinion output randomness can lead to a positive gameplay experience if none of outcomes of said random is event is significantly worse than the others. For the sake of visualisation lets entertain the following two scenarios:

With Scenario B the player will have a chance to adjust and be successful instead of simply losing. Randomness is a good thing as long as it is implemented in a way that wont remove player agency.

% Based Odds

Human mind struggles to understand percentage based odds. Games are often biased to help players just so the gameplay experience is more enjoyable (Fire emblem does this). Two good alternatives for % based odds are Die (independent probability) and Cards (dependent probability) as humans tend to understand odds better if linked to physical objects like the sides of a die.

Sources:

Procedural Generation - How Games Create Infinite Worlds - Extra Credits

The Price of Randomness - Balancing RNG - Extra Credits

Lessons Learned About The Use Of Randomness In Games