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by talyian
3258 days ago
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In some competitive games like Dota and LoL, the random distribution for critical hits is weighted so that it ramps up over time, resetting after a successful crit.
(http://dota2.gamepedia.com/Random_distribution) This both reduces the chance of two high rolls coming up twice in a row as well as long periods of low rolls. It doesn't have the "you are doing really well, and now you are due for a failure" since "not a critical" isn't really that negative of an outcome. For something like D&D, the same kind of "better-than-random" distribution just comes from adding dice. 4d6 is much more consistent than 1d21+3. |
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