Seeing as you are calling me self righteous, let me explain why what you say makes no sense.
You see, you are correct, RNG does have a pattern, but not the way you think. I will give an example using Disgaea.
In Disgaea, you have the item world, a place that generates random stages that you must progress in order to increase an items power. Every 10 seconds, it generates approximately 30~40 pre-made levels for that once instance, they have all been randomly generated as a subset for those 10 seconds. If you save your game outside of the npc, or used a save state on an emulator, then as long as you proceed with the exact same movements and arrive in the stage at the exact same time, you will encounter the same randomly generated level. The key here is that by saving a game, the internal clock of the game has been saved at that particular point in time. Therefore you can safely generate the exact same randomized stage with the same enemies, same items etc.
RO doesn't work like that, because the game's closest form of a comparative save state is a rollback. So unless a rollback occurs, it won't work the same. Therefore you are left with the next concept. What if I restart the NPC dialogue? Will that change it? The answer is yes, but not in the way you think it works. It will change the outcome, but it doesn't mean it will work. In RO, RNG is simply luck, because save states don't exists outside of a rollback and people claim things to be a fact rather than a coincidence.
As long as the odds are neither 0% or 100%, then RNG is what it is.