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I don't understand the whole "karmic dice" debacle either. It was on by default so I left it on. I've been having a good experience. I've still had my fair share of critical misses and I have legit spent like 6 lockpicks trying to pick a door. The good/bad roll streaks are there whether you want them are not, but if the devs designed the game with Karmic Dice enabled, I leave it enabled.
I think personally the dice rolls have been pretty enjoyable. I've gotten some lucky rolls in situations where I shouldn't have (rolling a 19 on a 15 difficulty Persuasion check when I literally have a -1 in my Charisma) and I've definitely rolled 1's on things I was skilled for. That's what Inspiration re-rolls have been implemented for. I have fairly consistently had all 4 Inspiration points on all my companions for quite some time.
TLDR. The rolls are fine. Adapt.
Actually an interesting question though.
it's unlikely, but entirely possible to roll the same exact number 5 times in a row on a d20, even more. If you've watched enough d&d live plays or played yourself there's entire mythologies built around "cursed" or "haunted" dice because folks get unlucky streaks and need to blame something to lighten the mood.
All this complaining about RNG is just trying to build a dice jail for cpus.
It's entirely possible (probable, even) to be unable to fully replicate dice randomness in a game, but the fact of the matter is that no one is going to be able to tell off their own experiences. Even if you correlated many experiences, more of them would fall victim to confirmation bias than any actual significant flaw in the RNG.
I simply take my Ls and Im having a blast with no problem, Ill sometimes reload but its more like when a toon DIES.
You determine your reload point. If youve determined for you that you cant fail anytime then yea, youre gonna have a problem, cuz surprise surprise, mostly half the time you flip a coin, itll be tails.
its not really rocket science, i dont get why people think failing half the stuff you try is something unusual.
I guess you guys never played an actual PNP game with a DM that do not allow "re loads" or to roll again as we call it.
The math and solutions the devs chose to use for randomness in this game definitely is competent, given how the other stuff plays out. Im sure it all is just strong and stupid confirmation bias coming from emotional people.
I agree. I don't know what kind of computational power is required to simulate true probability or if the binary system is even capable of doing it, but infinity is a pretty big number xD and even just down at tiny sample sizes like thousands or hundreds we wouldn't be able to notice thanks to randomness.
I'm not at all surprised. It's pretty much the exact same behavior I see when people deal with real dice and can't contextualize their rolls. It's why you see people constantly claiming dice are loaded or flawed, or that they need to swap to another dice.
Or a mod that makes you fail all rolls. =o
No, it isn't.
PCs can do random using a pRNG that is indistinguishable from "true" random.
In fact, no one actually knows what "true" random is, given we don't know how real life "random" events occur. Just like pRNG, as long as we don't know the algorithm, we can't tell the difference (using actual scientific tests mind you, not random game forum "feels".)
So, the whole "PCs aren't truly random" is a red herring. PCs and computers in general are used millions of times a day for randomness for scientific modelling, banking, and tons of other things. The pRNGs have been proven to be random by the definitions that scientists use to define random, and again, are indistinguishable from "true" randomness.
Besides that, devs don't roll their own pRNG algorithms. Most will simply use the pRNG included in their language libraries of choice. BG3 likely uses the standard C++ RNG algorithm. Now, such "general purpose" pRNG algorithms do have limitations, but the limitations will not be significant, and likely undetectable, in any game-like situation like BG3. If some devs get particularly ambitious, they might build a non-standard pRNG, but even if they did, they's use a recipe book and pick a pRNG that has "better" limitations than the standard one. There are hundreds, probably thousands, of these already made, and tested.
So, unless someone actually brings some data to the table, like thousands of rolls, like tests for uniformity, tests for periodicity, and tests for independence (and there are many more that could be performed) one can easily and confidently file all such complaints under confirmation bias.
The only time that there is likely to be any sort of pRNG issues would be not with the pRNG itself, but with the various modifiers added. Because these modifiers are bespoke to the game, it's possible an error could be made there. In the case of BG3 though, the rolls, modifiers, etc, are shown in the combat log. So far I've never seen anything indicating the modifiers are incorrect.
Fascinating topic...