Guide

How Video Games Make Randomness Feel Fair

A 95% chance to hit sounds almost certain until a soldier misses at point-blank range. A treasure chest feels generous until it produces a third copy of an unwanted item. Randomness can create suspense, variety and memorable stories, yet it can also make a carefully planned decision feel irrelevant.

Successful games rarely remove luck altogether. They explain its boundaries, allow some control and make an unlucky result part of a larger system. Baldur’s Gate 3, XCOM 2, Balatro and Hades all use chance differently, but each shows that perceived fairness depends on more than mathematics.

The Decision Must Come Before the Result

Randomness feels clearest when a game separates the player’s choice from the result. Baldur’s Gate 3 shows the target number, available modifiers and the final roll, so a failed persuasion attempt can be traced back to a visible 20-sided die rather than an unexplained rejection.

The sequence matters in casino play. At Bison casino pl, the stake is selected and accepted before the round produces a result. Once the round ends, the win is settled and the balance updates, giving the player a clear boundary between decision and outcome.

Problems emerge when those stages become difficult to distinguish. If an enemy appears to react only after an action has been selected, or a reward changes without any stated rule, the game can seem to be protecting itself rather than resolving a fair contest.

Percentages Need Context

XCOM 2 became famous for missed shots carrying apparently generous hit percentages. A displayed 70% chance still means that roughly three attempts in ten should fail across a large sample, but individual misses remain more memorable than routine hits.

Different games communicate probability in markedly different ways:

  • Baldur’s Gate 3 uses a d20, giving every unmodified face a 5% chance. Advantage rolls two dice and retains the higher result, while disadvantage keeps the lower one.
  • XCOM 2 presents an exact hit percentage before an attack, although cover, range, weapon type and status effects all contribute to that figure.
  • Mario + Rabbids Kingdom Battle reduces shooting probabilities to three readable values: 0%, 50% and 100%.
  • Darkest Dungeon exposes values such as accuracy, dodge and critical-hit chance, but stress can alter the consequences of a bad sequence.

The simplified Mario + Rabbids approach sacrifices precision for clarity. XCOM provides more information, but that precision can create stronger frustration: 85% looks like a promise even though it remains a probability.

Control Makes Chance Easier to Accept

Balatro begins with familiar poker hands, yet its real game lies in changing their value. Jokers modify scoring, tarot cards alter the deck and planet cards improve particular hand types. The official Balatro description lists 150 unique Jokers, 15 decks with distinct modifiers, five possible variants for each Joker and 22 tarot cards.

Those figures create an enormous number of possible combinations, but a run is not governed by blind card draws alone. Cards can be discarded, shops allow purchases, vouchers change broader rules and money can be saved for later antes.

Several forms of control repeatedly make uncertain systems feel more reasonable:

  • rerolling or replacing an unwanted selection;
  • seeing possible rewards before choosing a route;
  • building a deck that increases the frequency of useful draws;
  • carrying resources into a later encounter;
  • abandoning a risky reward in favour of a dependable one.

Each method preserves uncertainty while giving decisions measurable weight. A poor result still hurts, but it does not erase the planning that came before it.

Similar Numbers Can Produce Different Experiences

Games often use comparable random ingredients while presenting them in radically different forms.

GameRandom elementInformation shownPlayer control
Baldur’s Gate 3d20 checksTarget and modifiersBonuses, spells, inspiration
XCOM 2Attack resolutionHit percentagePosition, cover, weapon choice
BalatroCard draws and shopsCards, prices and scoring rulesDiscards, purchases, deck editing
HadesRooms, boons and rewardsNext-room reward symbolRoute choice, keepsakes, rerolls
Diablo IVLoot and affix rollsItem statistics and affix rangesDifficulty, crafting, enchanting

Hades makes this distinction particularly clear. A chamber may offer one of several gods, while a boon normally presents three upgrades. Keepsakes can increase the likelihood of encountering a chosen Olympian, and later progression unlocks rerolls through the Mirror of Night. The precise build remains uncertain, but the player can push a run towards a preferred weapon or damage type.

Diablo IV places greater emphasis on delayed evaluation. An enemy may drop several items, but their usefulness depends on item power, affixes and the current build. Salvaging, tempering and enchanting stop an imperfect drop from being entirely worthless, although repeated layers of randomness can make the route to a specific item harder to read.

Failure Needs a Useful Afterlife

A fair random system does not guarantee success. It ensures that failure produces understandable consequences.

Hades carries darkness, gemstones, keys and story development across escape attempts. Its God Mode begins with 20% damage resistance and adds two percentage points after each death, eventually reaching 80%. Rather than secretly improving a particular roll, the game openly adjusts the wider difficulty curve.

This approach also changes the emotional meaning of an unlucky run. A poor sequence of chambers may end an escape attempt, but it can still unlock dialogue, resources or knowledge about an enemy. Returnal uses a harsher structure, retaining selected permanent upgrades and information while rebuilding much of Atropos after death.

Fairness Is Designed Around the Random Number

A random number generator cannot create trust by itself. The surrounding design has to explain what was possible, record what happened and provide enough agency before the result.

The best systems permit both good surprises and painful failures. Baldur’s Gate 3 turns a failed roll into a new branch, XCOM 2 makes positioning matter before the shot, Balatro allows its deck to be reshaped and Hades gives defeat narrative value. Luck remains powerful in all four games, but it works inside rules that can be observed, learned and used.