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In h3dm1, the game becomes more about skill when the players' skills are comparable, as there is practically no element of surprise.
Yes, that's true. That's why I suggest trying h3dm1 on fast maps, so you can reach your opponent faster in case of a rush. Or to collect all the goodies from your half of the map earlier.
Bakunin's quote, "You cannot cut off a single piece of freedom, because in that piece lies all of freedom," is quite applicable here, in my opinion. All the randomness is concentrated in one or two parameters (a clear example is the main hero). Moreover, these parameters are practically unchangeable, unlike the situation when there are many random factors and/or many challenges.
The Wizard is working on a technology to make the tavern consistent, so that the same heroes appear in the same sequence. But it requires a lot of programming, so the implementation timeline is unknown.