I've decided that one of the things I'm going to use this account for is to talk about things I really like that I think other people would like, at a length I would usually reserve for rambling over DM. You'll have to forgive the imgur links until cohost lets you embed images mid post.
First up is, in my opinion, one of the best randomizers out there, the Final Fantasy Randomizer.
"But," you ask, "there are a hojillion randomizers on The Big List of Randomizers (https://www.debigare.com/randomizers/). What's so special about this one?" Well...
It improves the base game by orders of magnitude

In and of itself, this isn't unique. Randomizers tend to have options to speed up text, cut out things that drag on for too long, and in general do some no-brainer quality of life improvements that would otherwise suck the joy out of repeated playthroughs.
However, Final Fantasy for the NES is... unique. Being one of the progenitors of an entire supercategory of game requires a degree of ambition that leaves a lot of polish on the cutting room floor.

Entire stats did nothing. Spells malfunctioned. Your party order, which matters for aggro, would be autoshuffled for arbitrary reasons like getting poisoned. Commands were misleading, class balance was abysmal, inventory management was a nightmare... hell, you can literally look at a Monk wrong and their defense will go down.

On top of going above and beyond the usual speed and quality of life improvements, from which the game benefits greatly, the randomizer has a ton of very granular options for fixes, as well as adjustments to accommodate the way those fixes change the balance of the game.
There are also accessibility improvements, like the ability to remove flashing effects for photosensitive players. Even if you just wanted to give the vanilla, unrandomized game another playthrough, this is now my favorite way to do so.
Then way the game is designed lends itself well to randomization
As it turns out, a lot of the things that give jobs, spells, equipment, or monsters their variety are singular properties that are easily excised and grafted onto something else.

Class playstyles become radically altered by pretty minimal changes from the Blurse system. Your White Mage get a big shot of extra strength, and the ability to equip falchions? Now you have someone to funnel that gear to, and they have something to do when they aren't healing. But they can no longer equip Ribbons or ProRings, so in the lategame, their reliability suffers.

Once you're comfortable with the general idea of what blessings and curses shuffle around, you can also have the game simply generate class attributes from scratch. You can also restrict your options to a pool of classes to draft from, or get recruits as you progress through the game. If you find joy in building a party composition, you'll enjoy messing around with this system.

Spells can be likewise shuffled, preserving a sense of discovery with the magic system and meaning there's a real sense of progression when you choose a party member with spell slots. Because of options to bug fix resistances and weaknesses, the variety in elemental damage really matters, too.

Speaking of enemies, a lot of the most dangerous enemies in the game are just enemies with touch effects attached to their attacks, and shuffling around those attributes lends a real sense of danger to the game. It tends to be enough to keep you on your toes without being unmanageable.
It can be really dumb in a good way

My favorite settings combination has to be combining the Enemizer with WarMECH Unleashed. The former will change the attributes of the wandering bonus boss, maybe to a WarIMP, or a particularly dangerous WarBUG, and the latter will make whatever it turns into into a very rare encounter in every single area with an encounter table. Imagine, if you will, a deadly WarPONY, bearing a grudge against your party in particular, chasing you to the ends of the earth for reasons unknown. It's great.

Or another favorite. In the original, the elf Astos disguises himself as an NPC and turns into a boss fight when you bring him back a key item. The Randomizer can make that guy a regular guy, and instead shuffle Astos off to some other key NPC you're obligated to talk to to progress, with their own new dialogue and level appropriate encounter. It's great.

Or you could randomize the final boss from a pool of a few designed final fights, and land on the one where instead of transforming into a big demon guy, Garland learned to make shadow clones, and comes at you with his 8 new best friends. It's great.
Basically, it's great
I could spend hours going over the features, or you could browse through yourself, and take all the parts you like the most. Even if you only use, like, 10% of the settings, you're still looking at a radically altered experience. Definitely give it a try the next time you need something to do. You can even make it a social activity by running the same seed, or generating a custom seed with hand curated settings for your buddy to play blind. This is easily one of the best and most robust randomizers I've stumbled upon, and I can't recommend it enough.
