To my understanding, everything that isn't directly created by a human is called "procedural". Procedural generation systems have different complexities and may consist of various algorithmic processes, some of which may be "random".
Some games explicitly refer to their systems as "random", while others call them "procedural", as if indicating a distinct difference.
Is there such a distinct difference? Where do you draw the line?
For example, here are contrasting examples of RPG loot generation:
Type A: Loot generation is ultimately left to chance, but it's based on a large intial factor of deterministic, specifically encoded knowledge.
Boss characters drop loot, which type is determined by the boss' characteristics (e.g. species, character class, elemental affinity, …) and additionally influenced by the player's play-style, to create more enjoyable gameplay: For example, more likely drop a fire-damage sword to a player who prefers fire-based melee attacks, along with gold.
Type B: Loot generation is almost completely random, based on minimal explicit knowledge.
Bosses have a randomised loot table (e.g. 1 legendary, 2 epics, 5 blues). If the roll is right to drop a legendary, random attributes are generated for that legendary, which may be high in value. Stuff like character attributes, player behaviour and such don't matter.
Both designs qualify as procedural by the initial definition, since their output is automatic, but Type A is significantly more sophisticated in crafting player experience.
Must an algorithm seem as if a person had designed its output by hand, to qualify as "procedural" rather than "random"?