If the game is significantly interesting to a sizeable population they will unwind
any amount of complexity and randomness. If you think about it, that's what happened to our actual world.
If it's a "random range from 15-35" that's what the Wiki will say. Worse, if you've coded this slightly wrong and it's actually 15, 18, or 20 to 35 with no chance of 16 or 19, that will be on the Wiki. If you have much better shot at 30+ if you were holding the "jump" button as you picked the collar, that too finds its way to the Wiki if there are enough players.
The exact same thing which drives humans to find out how the hell it's possible for some atoms of the same element to be heavier than others (more neutrons) will also drive players of a very popular game to figure out the fine details of how it works.
Don't add balance by the way. In single player games it's probably futile (players will break it anyway) and you may destroy the fun elements in the game in a quest to "balance" it properly, like taking a delicious tart and turning it into mush fit for a baby. Even in a multi-player game, prefer to make everybody unbalanced rather than trying to homogenize them. If rock smashes scissors, but paper wraps rock, and scissors cut paper we've got a game, it's not a very good game, but it's at least a game.