If you are making a "tactical" game, you might want to be careful with RNG. It's usually not a good thing because it's literally the opposite of what "strategy" gameplay is all about.
Gambling is fun, but not when playing a strategy/tactic game. In this kind of games it feels terrible because a lucky hit will always feel "deserved" while an unlucky one will always feel unfair. You may have 50/50 odds but people will only focus on the negative side of rng, that is just how it works. They won't think "oh I got a lucky shot there, nice", they will think it's just normal, and they will be frustrated when the opposite happens because it will disrupt the strategy they designed and were putting in place.
Some rng can be useful : it can be a good thing to make your game non deterministic so you can surprise the player and force him to adapt his strategy constantly, making the game more dynamic and interesting and also faster paced (because you can't effectively predict a lot of moves when rng is involved). The key is to balance it right, so that good strategy can always overcome bad luck and bad strategy can't be saved just by good luck.
I would advise you to stay away from "crit type" rng though. Involving rng in a strategy/tactics game can be good, but you need to hide it. Having a crit randomly kill one of your character who, you thought, could still endure 2 shots is a terrible feeling. The enjoyment of strategy is about making the right calls, if you make the right call and then rng decides that your shot misses, it sucks. The best way in my opinion to involve rng is within the AI. Don't use rng on the numbers, or on stuff that is clearly visible, don't advertise it. Use it to determine which pattern your AI will follow this turn, or which target to attack when there are multiple good possibilities. It ends up achieving the same result, your game is unpredictable, but without people realizing that rng is there and without the usual negative feelings associated with that. It also makes your AI look smarter than it probably is.
The more rng there is, the less tactical your game is. It's your call to decide where you want your game to be on the strategy<--->gambling spectrum. If you really want your game to appeal to player looking for a strategy/tactical game, don't put rng in for the sake of it or because it's what other games do. You are making a rogue like so there is probably already a lot of rng involved in generating the levels, do you really need to add more ? Rng doesn't just feel bad because of bad luck, it takes control away from the player, makes your victories feel undeserved and your defeats feel bitter. It can really turn off people and even kill games. Look at Darkest Dungeon, it's a great game in many aspects, the art is awesome, some of the mechanics are very original and yet it got some truly terrible reviews from people expecting a strategy game and finding out it's in fact just a RNG fest. Now some people loved the game, it was a hit, but not the people looking for a strategy/tactic experience. Those people didn't enjoy it solely because of the rng.