@anastylos Hope my reply didn't come across as dismissive. I welcome all opinions, and I'm grateful to you for taking the time to look at the draft and comment on it

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@Onix I hear what you're saying, but two things: first, I think there's a difference between 'unrandomness' and routine, your description of your working life coming under the latter. Let's say you always check your e-mails from 8-9 and 4-5, and you always go to the Post Office at 5.30 to drop off any parcels. That's your routine. If, say, literally
every day you did all of those tasks, with no disruption or interruption, that would be unrandomness. Suppose however that, in roleplaying terms, you have a high stat in taking stuff to the Post Office, but fumble the roll. The GM might narrate that you remembered all the stuff you had to take, and you got there on time etc., but when you got there you found that the postal workers were on strike and the Post Office was closed. Let's further imagine that you had a parcel that you absolutely had to send that day, so were prepared to pay whatever it took to make sure it got in the post. In that case you would still have your routine, but you would also have randomness.
The question then becomes, does the game replicate the degree and likelihood of unexpected events buggering up your best-laid plans (in which case no problem) or does it add such a large dollop of randomness that learning the system becomes pointless? In
Great Minds, by the final scene the players will have dice pools ranging from about 5-9 d6s plus one or two d4s, which means that when those dice are rolled the chances of an upset are more or less proportional to the number of dice rolled. Forget the d4s for a moment, and suppose everyone has only d6s at this point. Say Player A has 6d6s, Player B 8d6s and Player C 9d6s. The chance of getting 5s and 6s from all three pools is 33.33%, so the number of dice does matter, and the likelihood of upsets fairly minimal. Btw, this is why I usually prefer numbers of success to roll under/roll over.
So the element of randomness in
Great Minds lies chiefly in the adding of the d4s, but I like this because it makes the GM's decision potentially quixotic, although, as I said upthread, I do realise this type of thing doesn't go down well with some folks, but I guess those folks probably won't play the game anyway (which would a pity IMO as I think they would nevertheless enjoy it

).