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Confirmation bias. Random doesn't mean entropic distribution.
A true random series of a d20 could give you the infinite decimals of pi. You would have to be extremely unlucky or lucky, but it can definitely happen.
It's been checked several times. The game uses the standard random function of unity engine. There is no transformation made to the roll. While there is a seed and if you have all the parameters known before hand, you could predict the next roll in theory (which is in itself very difficult). But the game doesn't adjusts the rolls in anyway depending on your playthrough.
You just have bad luck.
Yes, but i NEVER seen, in reality, anyone rolling 1 TEN TIMES IN A ROW unless the dice were rigged.
Happened to me yesterday.
It's especially unforgiving in the early game where an enemy rolling a 20 once may cause a TPK because of inflated enemy stats.
And i feel like you don't understand that if something that has a microscopic chance of happening and most likely would never happen in real life starts happening again and again it means there's something broken in the way chances are being calculated.
Make Witch, take her Protective Luck. Find an enemy. Make tank with AC that is enemy's AB + 18-19. So enemy will need 18-19 to hit you. Make sure that your tank will need 18-19 to hit enemy's AC as well.
Then fight it with your tank and Protective Luck from Witch. The amount of times enemy will roll double 18 or double 19 is very high. Happens around round 7-8 usually. The statistical chance to roll double 18 or double 19 is absurdly small.
As long as your tank get hit, make a mark somewhere and reload and do the fight again. Only make mark if your tank will get hit on 18,18 or 19,19. Rolls like 18,20 or 19,20 are statistically higher than doublers. You will see then, that at least in 4 fights out of 8 enemy will roll double 18 or double 19.
Then you can test that again, but you will be casting Protective Luck on enemy (it's possible). The chances of your controlled character to roll double 18 or double 19 will be absurdly low, like 1 fight out of 12. Rolls 18,20 and 19,20 do not count for that.
Do that when you are bored, and see for yourself.
Here[docs.unity3d.com] is an explanation of how RNG is implemented in Unity, and it’s based on this paper about Xorshift-RNGs[www.jstatsoft.org]
All the game does is use Unity Random. No weight; no checks; no better rolls for enemies or anything.
You have to understand that in RNG, 1K rolls if nothing. Even 10K isn’t much. RNGs are (more or less) equally distributed over a very very long amount of numbers. The longest period of Xorshift128 is (afaik) 2^128-1. Which means you’d need ~10^38 dice throws until the series starts repeating; so if you want to show that the RNG is actually weighted you’d need to do more than "but the last 10 dice I my log".
Anything that throws a dice in the game calls