One of the way Torg feels different than a lot of other RPGs is in its transparency. Simply put, mechanical information (such as the difficulty of a check) isn't secret. Here's how the game's rulebook puts it:

Mechanical information isn't meant to be secret in Torg Eternity. How many Possibilities a foe currently has, what an enemy's various defenses are, and what modifiers apply any given DN [Difficulty Number] should all be apparent or freely shared if the players ask. All four steps of a Dramatic Skill Resolution should be clear as soon as the task begins.
Special occasions might require secrecy, but even then the fact that the characters aren't aware of a Difficulty Number is an obvious clue that something is up.
Information unrelated to tests or game mechanics doesn't need to be shared. A villain's plans or motivations, for example, may remain secret until discovered via roleplaying or through the clever use of skills and abilities. 

I think part of this is due to how Torg plays: you get resources that let you add to your checks or increase them in small ways (usually, in increments of +3), and spending those resources for no effect feels pretty cruddy as a player. That is, if you're 4 points away from hitting a difficulty number and you decide to play a card for +3 and still fail, you'll wish you wouldn't have played it at all. When the difficulty number is transparent, you know to just accept your failure and move on (or that you'll need to spend two +3 cards to obtain a success).

This goes for the game's principal luck-changing mechanic, Possibilities. You only get 3 of these each game session (they don't carry over from session to session), and the only way to get more is to actively and intentionally interfere with your successes (such as by inviting the gamemaster to insert a tough wandering monster). That is, you make the game harder for one or more characters to give everyone a couple more Possibilities. They're precious.

When you spend a Possibility to improve a d20 roll, you roll and add to your prior roll. You can't get any worse by spending these (unlike, say, Hero Points or similar re-roll mechanics in other games, which can give you a worse result--and everyone has stories of times when it has!). Torg goes one step further than that: if your Possibility would add less than 10 to your roll, add 10 instead. That's just about always enough to turn a failure into a success, or even a success into an outstanding success. Possibilities are the currency to say: "it's important to me to be better at this thing tonight, even at the expense of being better at other things I try tonight." You still might not ensure a fantastic success (or even a minimal success) when the odds are really long, because there's some degree of randomness, still, but you're very well informed.

So that brings us back to transparency. Torg is about making sure your choices to do better actually do better, and that means letting you judge whether or not you want to spend your resources for that. It's a concept that pervades the philosophy of the game's design, and I enjoy it.

In games like D&D and Pathfinder, transparency is often up to the individual gamemaster. Maybe the gamemaster will tell you the Armor Class you need to hit the goblin warchief; maybe she'll tell you the difficulty of the Reflex save to avoid damage from an acid-spraying trap. But most don't. Even if you have some kind of limited-use reroll, it's up to you to decide whether you want to use it, and you have to just hope it'll improve your situation. In fact, the rules usually say something like, "you have to choose to use this ability before you know whether you succeed or fail." That means rerolls are most useful when you get the worst possible outcome, because if you can't guarantee an improvement, you can at least guarantee that you can't get any worse. It's not about choosing whether you want to be better at This Thing Tonight, it's about mitigating abject failure.

But back to transparency: a lack of transparency forces decisions with imperfect information. Let's say you want to use your Perception to find a hidden sniper. The gamemaster, who rolled the sniper's Stealth in secret, knows that finding him is nearly impossible--you'll need a natural 20 to succeed because the gamemaster happened to roll really well, maybe. You roll a 10. You feel pretty confident in your Perception skill, and you decide to use a limited resource to reroll or add to that. It's a poor decision; you should accept the failure and conserve your resource until it matters. But you don't know that. So you spend your Hero Point or Perception Bonus Thing, or whatever, and you still fail, and you feel a little bad having wasted a thing. The same thing goes for whether you use a big, limited-use attack (like your highest-level spell) against a foe that's already so injured that a minor attack would be just as successful in earning victory. Lack of transparency means you just don't know, and you risk using disintegrate on a foe a magic missile would drop.

It's that bad feeling Torg avoids. It eliminates some of the randomness and risk, which might not be everyone's cup of tea, but I like it so much I've started to become consciously more transparent when I run any game. 

Player (to me): "How hurt does the frost giant look?"
Me (checking notes): "He looks like he's about 16 / 74ths of his full fighting effectiveness."