Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Sound like RNG being RNG and human bias is coming in once again.
Just look at Xcom and how people were like THEY RIG IT! but when the math got shown it was actually the other way around, they padded it in favor of the player lol
World of Warcraft's quest drops are random, but it gradually starts increasing the drop rate to make long strings of bad luck impossible. Darkest Dungeon gives you hidden +hit bonuses after missing an attack, to reduce strings of bad luck. I once heard casinos wanting to do the same thing with slot machines, but I don't know if it happened.
to make it simple: your falling for small sample size bias.
Pure randomness isn't always fun
Really its DND, its not suppose to be your way every time. Its suppose to be ♥♥♥♥♥, Like the Owlbear fight. I stole its egg and as it tried to hunt me down it killed itself by walking into a nat 20 crit.
As someone who has DM'd I can confirm this.
Usually you want to let the dice decide but on occasion if someone is rolling bad throughout a session you do fudge numbers or at least make some bad rolls not so bad. (after all failing can mean many things, from oh you missed to oh you missed so badly you tripped and impaled yourself)
Wrong! L2understand odds.
1st roll = 1/20 = 5%
2nd roll = 1/20 = 5%
100th roll = 1/20 = 5%