Loading a save changes what the next chest or attack roll gives you
If chance is not part of the save, players can reload again and again until the lucky result appears, or see the same early rolls repeat. Here is how to make chance repeatable and tied to the save, and to keep unrelated rolls from shifting each other.
Why this works
Luck that changes when you reload is a trick, not luck. Saving where the dice stand, and giving each purpose its own dice, means a chest holds the same thing however often you load or however many swings came before.
When not to use it
Skip it when rerolling is welcome, such as a casual game where a reload is a fresh try, or in a game that deliberately punishes saving and loading. Then seeding anew on each load is simpler.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Loading a save changes what the next chest or attack roll gives you" (read_entry save-random-state-no-reroll) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP