Rand,
correct.
But keep in mind that it's not merely curved (as the HARP/RM rank/bones progressions are) but dual curved into an S formation.
Rasyr,
The ENORMOUS difference, lies in static and non static factors.
With d20 or D100, the odds of accomplishing any task are modified by a curved rank progression, but remain static in play, with the roll being linear.
In 2d10, your progression is static, but all in the moment calculations are curved and irregular.
Which results in the fact that you gain any benefits of curvature in the current d100/d20 model, while still being able to predict results accurately by "gut" on the fly, while with 2d10 you gain the benefit of always moving up in a static an linear manner in character development, but in exchange, at the moment of high variability, the odds are opaque and harder to assess by gut.
It's a YMMV moment, but I prefer the way RM/HARP currently put all my mathmatical heavy lifting into the front end of char development, when I have effectively unlimited time to contemplate, and make on the spot assessment of "What are my odds of succeeding with these modifiers" as simple, straightforward and gut simple as possible. As I've said, there's nothing wrong with 2d10, it's just not RM/HARP, and in my opinion, it's less user friendly when you tack a curved roll mechanic into the middle of a flat roll mechanic system. . .there are loads of odd bits and ends that result.