But that's for a simple attack roll. It doesn't generalize to enemy actions broadly.
It doesn't need to, since for all other things, D&D 3 doesn't dictate opposed rolls, but instead DCs set by the GM.
The point is no-GM-roll (or "player facing", to use that term) games typically don't shift GM rolls to players - they eliminate those rolls entirely. Instead of rolling, the GM basically sets the stakes, and the players choose how to handle them.
Wrong. In DL5A, essentially everything is opposed - the NPCs scores assume an average card, so that the players' card + attribute determines success/failure. Same with unisystem lite. The GM makes no rolls, only decisions. But they adhere to a more traditional
mechanical approach (admittedly using cards instead of dice in DL5A, which is a bit non-traditional). BTVS is every bit as player facing as AW... but has a very different approach to the GM's roll. The GM makes no rolls, only decisions. And D&D 3 can be run that way. Just treat everything as opposed rolls with the NPCs rolls being take 10.
Incidentally, that's why prep for BTVS took so damned long - figuring out the NPCs and writing them up.
In effect, in these games, the GM elements are not random. They are chosen.
Not always by the GM; a number of player facing systems make extensive use of random tables, but they're older and little known - such as the whole catalog from Better Games, especially
Crimson Cutlass where a card flip is the determinant of the next scene/challenge, and the dice are to determine success/failure, with the GM being the narrator, not the adventure writer.
Plus, a number of systems designed for solo play are, of need, entirely player facing, but using various random tables galore...
You're view of it is exceptionally narrow. Regardless, they all match the OP's theme: The GM doesn't use random.