History Main / RandomNumberGod

23rd Aug '16 8:10:24 AM MrUnderhill
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** On the flip side, any enemy unit with a non-zero chance to get a CriticalHit is automatically treated like a DemonicSpider, with horror stories of 1% crits being quite easy to find.

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** On the flip side, any enemy unit with a non-zero chance to get a CriticalHit is automatically usually treated like a DemonicSpider, with horror stories of 1% crits being quite easy to find.
23rd Aug '16 8:06:35 AM MrUnderhill
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** Fire Emblem is an especially jarring and infuriating series for this trope, due to how many players handle their odds. To most players, anything under 50% is a guaranteed miss, and anything over about 75% is a guaranteed hit[[note]]In the GBA games, this was actually reasonable. Due to the hit probability display and the actual calculation using different metrics, [[ArtisticLicenseStatistics the latter of which being programmed by someone with a poor grasp of basic math]], any deviation either side of 50% actually was exponentially more or less likely than it appeared. A 75% chance was closer to 90%.[[/note]]. When this rule is defied, cue lots of rage and a likely restart because the player wagered an important unit on the odds.

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** Fire Emblem is an especially jarring and infuriating series for this trope, due to how many players handle their odds. To most players, anything under 50% is a guaranteed miss, and anything over about 75% is a guaranteed hit[[note]]In hit. [[note]]In the GBA games, this was actually reasonable. Due to the hit probability display and the actual calculation using different metrics, [[ArtisticLicenseStatistics the latter of which being programmed by someone with a poor grasp of basic math]], any deviation either side of 50% actually was exponentially more or less likely than it appeared. A 75% chance was closer to 90%.[[/note]]. [[/note]] When this rule is defied, cue lots of rage and a likely restart because the player wagered an important unit on the odds.odds.
** On the flip side, any enemy unit with a non-zero chance to get a CriticalHit is automatically treated like a DemonicSpider, with horror stories of 1% crits being quite easy to find.
11th Aug '16 12:58:30 AM Dravencour
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A gamer, either of the [[TabletopGames tabletop]] or [[VideoGames video]] variety, will tell you that this is all [[UnusualEuphemism a load of dingoes' kidneys]]. The characters that gamers play live and die on [[CriticalHit good]] or [[CriticalFailure bad]] rolls, and even if your dice are perfectly square and uniform, even if your game uses cryptographically strong random numbers, these numbers do not follow "distributions" or "probabilities." Instead, they usually produce whatever number you ''[[FinaglesLaw really didn't want]]''. A tabletop gamer may say that "the dice are trying to kill" him if he encounters a long set of bad rolls (e.g. broke every weapon he was carrying). Unless, of course, you know the proper way to placate the Random Number God: then the dice will smile upon you. Usually.

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A gamer, either of the [[TabletopGames tabletop]] or [[VideoGames video]] variety, will tell you that this is all [[UnusualEuphemism a load of dingoes' kidneys]]. The characters that gamers play live and die on [[CriticalHit good]] or [[CriticalFailure bad]] rolls, and even if your dice are perfectly square and uniform, even if your game uses cryptographically strong random numbers, these numbers do not follow "distributions" or "probabilities." Instead, they usually produce whatever number you ''[[FinaglesLaw really didn't want]]''. A tabletop gamer may say that "the dice are trying to kill" him them if he encounters they encounter a long set series of bad rolls (e.g. broke every weapon he was carrying). Unless, of course, you know the proper way to placate the Random Number God: then the dice will smile upon you. Usually.
1st Aug '16 8:20:44 AM dresdor
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** Seeding and reliable replication of random number strings isn't always a bad thing. Many games that utilize RNG in world creation have the ability to recreate the same world by inputting the same seed and parameters. (Dwarf Fortress is famous for this).
1st Aug '16 8:16:59 AM dresdor
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** Even their failures are oddly appropriate for the narrative! In Whitestone, the lingering undead atmosphere causes the entire party to need to make saves against "corruption" once a day. The only person who has failed the saves so far is Percy, who is ''already'' acting more violent and being corrupted by the smoky entity from his dream.

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** Even their failures are oddly appropriate for the narrative! In Whitestone, the lingering undead atmosphere causes the entire party to need to make saves against "corruption" once a day. The only person who has failed the saves so far is Percy, who is ''already'' acting more violent and being corrupted by the smoky entity from his dream. (It helps that Mercer is an excellent storyteller and readily makes the die rolls make sense).
13th Jul '16 1:39:50 PM Koveras
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'''"We guarantee that each number is random individually, but we donít guarantee that more than one of them is random."'''

A [[ArtisticLicenseStatistics statistician]] can tell you that properly generated random numbers will follow a discrete uniform distribution, giving you a roughly equal chance of rolling very good or very bad numbers. They may wax eloquent about how pseudo-random numbers are generated in computers, and how dice are wonderful randomizers. A good statistician will even disabuse you of the notion that a six sided die has a 1/6 chance to land on any one side; most dice are not built to that kind of precision. (Casino craps table dice are. They're also more expensive.) But it's going to be close to even distribution, even with a cheap die.

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'''"We guarantee that each number is random individually, but we donít don't guarantee that more than one of them is random."'''

A [[ArtisticLicenseStatistics statistician]] can tell you that properly generated random numbers will follow a discrete uniform distribution, giving you a roughly equal chance of rolling very good or very bad numbers. They may wax eloquent about how pseudo-random numbers are generated in computers, and how dice UsefulNotes/{{dice}} are wonderful randomizers. A good statistician will even disabuse you of the notion that a six sided die has a 1/6 chance to land on any one side; most dice are not built to that kind of precision. (Casino craps table dice are. They're also more expensive.) But it's going to be close to even distribution, even with a cheap die.
25th Jun '16 1:08:46 AM Morgenthaler
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* Referenced by name in ''HoylesRulesOfDragonPoker'', where players are afforded infinite mulligans if they've angered the RNG.
* ''BloodBowl'' features a literal example of this in-universe, in the form of Nuffle, the game's patron god. This trope is also very much in effect for the players, since one of the keys to a successful game is rolling your dice as seldom as possible while forcing your opponent to roll dice as often as possible.

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* Referenced by name in ''HoylesRulesOfDragonPoker'', ''TabletopGame/HoylesRulesOfDragonPoker'', where players are afforded infinite mulligans if they've angered the RNG.
* ''BloodBowl'' ''TabletopGame/BloodBowl'' features a literal example of this in-universe, in the form of Nuffle, the game's patron god. This trope is also very much in effect for the players, since one of the keys to a successful game is rolling your dice as seldom as possible while forcing your opponent to roll dice as often as possible.



* BladeAndSoul is infamous for having an evil RNG. Items required for progression randomly drop off of bosses, out of weapon chests, and from giant spinning Wheel Of Fates. Of course you can buy keys from the cash shop that make the item you need come out of a weapon chest. Prepare to go over 100 spins and use over 30 keys trying to get what should logically be a 12.5% chance. Opening 30 without getting the item you need should be an under 2% chance, but it seems more like 25%.

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* BladeAndSoul ''VideoGame/BladeAndSoul'' is infamous for having an evil RNG. Items required for progression randomly drop off of bosses, out of weapon chests, and from giant spinning Wheel Of Fates. Of course you can buy keys from the cash shop that make the item you need come out of a weapon chest. Prepare to go over 100 spins and use over 30 keys trying to get what should logically be a 12.5% chance. Opening 30 without getting the item you need should be an under 2% chance, but it seems more like 25%.
28th May '16 11:56:03 AM zaphod77
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Added DiffLines:

* BladeAndSoul is infamous for having an evil RNG. Items required for progression randomly drop off of bosses, out of weapon chests, and from giant spinning Wheel Of Fates. Of course you can buy keys from the cash shop that make the item you need come out of a weapon chest. Prepare to go over 100 spins and use over 30 keys trying to get what should logically be a 12.5% chance. Opening 30 without getting the item you need should be an under 2% chance, but it seems more like 25%.


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** In Rogue itself the rng has been known to get locked into repeating a number way more often then chance would suggest, causing low percentage events (usually of the unfortunate variety) to happen repeatedly.
26th May '16 11:35:59 PM Kazmahu
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** Fire Emblem is an especially jarring and infuriating series for this trope, due to how many players handle their odds. To most players, anything under 50% is a guaranteed miss, and anything over about 75% is a guaranteed hit. When this rule is defied, cue lots of rage and a likely restart because the player wagered an important unit on the odds.

to:

** Fire Emblem is an especially jarring and infuriating series for this trope, due to how many players handle their odds. To most players, anything under 50% is a guaranteed miss, and anything over about 75% is a guaranteed hit.hit[[note]]In the GBA games, this was actually reasonable. Due to the hit probability display and the actual calculation using different metrics, [[ArtisticLicenseStatistics the latter of which being programmed by someone with a poor grasp of basic math]], any deviation either side of 50% actually was exponentially more or less likely than it appeared. A 75% chance was closer to 90%.[[/note]]. When this rule is defied, cue lots of rage and a likely restart because the player wagered an important unit on the odds.
24th May '16 8:25:12 PM Willbyr
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* [[LampshadeHanging Lampshaded]] [[http://search.dilbert.com/comic/Random%20Number%20Generator in this]] ComicStrip/{{Dilbert}} comic strip when he's touring a layer of hell known as Accounting.

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* [[LampshadeHanging Lampshaded]] {{Lampshade|Hanging}}d [[http://search.dilbert.com/comic/Random%20Number%20Generator in this]] ComicStrip/{{Dilbert}} comic strip when he's touring a layer of hell known as Accounting.


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* In ''Literature/TalesOfMU'', Glory and Mack {{discuss|edTrope}} the possibility of whether or not there's a god of magic, which leads to describing said god as using dice, complete with a spin on Albert Einstein's quote "God does not play dice with the universe."
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