WRONG!
This is far worse than save-scumming. This is interference and meddling with combat. It's tinkering with actual chances to hit to "even out" combat so everyone has the same chance to hit or miss. It makes those garbage "73%" chance numbers lies because it's really "YES"/"NO".
That's NOT how pre-generated seeds work (usually. Can't really say for this game).
It's not a list of "YES/NO" values. It's typically a feed of pre-generated numbers (i.e. In a system taking variables from 1 to 100 it will be a list like "23, 71, 56, 12, 88, 1, 44, 99, 17" etc... And then the game just uses these values as "dice rolls").
At that point, success/failure is not predetermined yet.
For the sake of an example, let's take the third value, 56.
It doesn't act as a YES or NO, it act like a dice roll of 56 on a 1-to-100 scale. That means that the success of this action is entirely dependent on WHAT DO YOU DO:
- Do you attempt a very easy action where a low/average roll is enough to win? Then it's a success.
- Do you attempt a complex action, when you need to roll a 75-or-above to land a hit? Then it's a failure.
Nothing really fishy or dishonest about it, really.
P.S. People get outraged over the most trivial bullshit when they realize the trick, but "pre-generated seeds" are not a XCOM 2 invention either. A classic like Jagged Alliance 2 used them years ago.
It should also be noted that while they are introduced for several reasons (and prevent save-scumming could be one of them) there are often ways to "cheat" a pre-generated seed.
For instance you have just to change the order of your actions to get different outcomes.