Man this thread is the best. It's amazing how much smoke and mirrors makes up game design--as someone who strictly plays games, it's difficult to grasp just how much developers go through to make games "fun."
Now to add to this thread's greatness:
Here's an explanation of XCOM 2's RNG, by a redditor. As mentioned earlier in the thread--it cheats! (in your favour) It's much more elaborate than one might think, tuned at giving players an exciting battles above all else. Higher difficulties offer increasingly "pure"/unaltered RNG tables. That's XCOM, baby.
The thing I haven't seen mentioned is RNG seeds. They're basically giant tables of pre-determined die rolls that probability-based games use to determine results. Some games have set tables that never change between a session, while others randomise every reload. What this means is, in the former group,
a specific set of actions always has the same result, and in the latter,
the results always change. Particularly for strategy games, the benefit to random seeds is that they basically allow players to brute force their way through a situation via saving and reloading, until a favourable roll occurs.
Firaxis uses them to great effect in both XCOM and Civilization, allowing players to play either way.