Anyways, it's nice to see that people can play these games with any method they can, but I feel like embracing these very intentional "gambling" elements spice them up, and really makes you aware of design decisions like "flee not being a guaranteed success", "rezz having a chance to fail", "save is only available in town", the fan favorite "a metal slime appears" etc. Even losing half your money is basically "casino risk" levels of experience: "You traveled too far and met something that's so hard, your risk taking didn't work, gimme your fortune bro".
I kept thinking "for a classic ser