Spielerando

8 steps

Fair randomness and loot

For: Anything with dice, drops, crits or chests.

Players do not feel probability, they feel streaks. A fair game is one whose randomness you can repeat, state exactly, and soften where a streak would hurt. In that order.

The steps, in order

  1. 1

    Code recipe

    Seeded random

    Random numbers you can repeat: the same starting number gives the same results on every machine, forever. That is what daily challenges, shareable worlds and replays are built on.

    Why here: First make randomness repeatable: the same seed gives the same game. Without it you cannot test anything that follows, and bug reports stay rumours.

  2. 2

    Code recipe

    Chance calculator

    Exact answers to everyday odds questions: the chance of at least one success in a number of tries, how many tries you need to be fairly sure, how many on average, and how likely a run of bad luck is. The result comes with how it was worked out, so your AI can show you the sum as proof instead of guessing a number.

    Why here: Then learn to work out a chance exactly instead of guessing. "20 percent over five tries" is not 100 percent, and your AI should show the number.

  3. 3

    Blueprint

    Loot Table

    Random rewards with chances you control, so most drops are common, some are rare, and the odds are exact and easy to change.

    Why here: The structure for drops: weights, not percentages, so adding an item never breaks the others.

  4. 4

    Code recipe

    Shuffle bag

    Fair randomness with no long unlucky streaks: outcomes go into a bag, get shuffled and come out one by one. One win in four then really means one win in every four.

    Why here: Where streaks hurt most, use a bag instead of a die: every outcome appears before any repeats. It feels more random than real randomness.

  5. 5

    Blueprint

    Bad Luck Protection

    A pure chance can hand some players a hundred misses in a row while others win at once. A rising chance and a certain last try give every player a fair worst case, and the rare prize still feels like luck.

    Why here: For rare drops a bag is too soft; a counter that raises the chance after misses keeps the thrill and caps the pain.

  6. 6

    Code recipe

    Real loot odds

    Works out the real odds of a loot table that includes a bad-luck counter, exactly and without any random sampling. A counter means the chance you show is not the real one, and this tells you the real one, how many rolls players need and the most anyone can ever need.

    Why here: A counter changes the real chance. Work out the true number, roll by roll, before you print anything on a screen.

  7. 7

    Wiki entry

    Show loot odds on screen as percentages that add up to exactly 100

    Three equal items shown as 33.3 percent each add up to 99.9, and players write angry posts about hidden odds. Rounding each number separately never works. This entry splits the leftover fairly so the list is honest and always totals 100.

    Why here: Only now show percentages, because now they are true, and rounding them so they add up to 100 is its own small trap.

  8. 8

    Blueprint

    Item Rarity

    Rare items give the player something to hope for, and a clear ladder of tiers lets them see at a glance how good a drop is and what it is worth.

    Why here: Rarity tiers come last: they are a layer of meaning on top of odds that already work, not a way to make odds work.

At the end

Every roll can be replayed, every shown chance is the real chance, and nobody goes a hundred tries without the drop.

What this rests on

Talks, articles and research from outside this wiki, so you are not taking our word for it.

Say this to your AI

Follow the Spielerando learning path "Fair randomness and loot" (get_path fair-randomness-and-loot) for my game, step by step, and tell me at each step why it comes now.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP