Ever wondered why OSRS feels brutally unfair while Genshin Impact guarantees your rewards? Here's the complete technical breakdown of how different games implement random number generation - and why it matters for your gaming experience.
Pure randomness. Can go 10x dry or get back-to-back drops. No protection.
Guaranteed rewards after set attempts. Bad luck protection built-in.
Pseudo-random distribution prevents extreme streaks while feeling random.
The brutal truth: Most players don't understand why they feel "cursed" by RNG. The answer isn't your luck - it's the fundamental differences in how games generate random numbers.
High variance, extreme dry streaks possible
Uses standard PRNG algorithms with fixed seed values. Each attempt is completely independent.
Predictable spending, guaranteed outcomes
Implements progressive probability increases starting at pull 75, reaching 100% at pull 90.
Consistent performance, fewer extreme streaks
Uses PRD algorithms that increase probability after each failure, resetting after success.
P = 1 - (1 - rate)^attempts
Progressive rates: 0.6% → 32.4% → 100%
OSRS uses pure binomial probability while Genshin modifies rates dynamically
None - can theoretically never get drop
Hard pity at 90 pulls guarantees 5-star
Genshin prevents worst-case scenarios that OSRS allows
High emotional swings, authentic randomness feels
Controlled experience, predictable frustration points
Different systems create vastly different emotional experiences
Reality: Each attempt has identical probability (in true RNG games)
Reality: Confirmation bias - we only see highlight clips
Reality: Some games do implement this, others don't
Reality: All computer RNG is pseudo-random using algorithms
At 5,000 kills:
63.2% chance to get pet
36.8% still dry
At 15,000 kills:
95.0% chance to get pet
5% STILL dry (1 in 20 players)
This means: In a room of 20 OSRS players grinding for a 1/5000 pet, one player will likely still be dry at 3x the drop rate. That's not broken RNG - that's mathematics.
Your brain remembers painful experiences (dry streaks) 5x more strongly than positive ones (lucky drops).
Solution: Keep a luck log - track both good and bad RNG over time.
Believing that past failures make future success more likely. "I'm due for a drop!"
Reality: Each attempt has identical odds (in true RNG systems).
if (random(1, 5000) == 1) {
dropPet();
}Every single kill rolls a number from 1-5000. If it hits 1, you get the pet. Previous kills don't affect future rolls.
Documented dry streak: 20,000+ Zulrah kills without pet
Lucky player: Pet on kill #3 (0.0006% chance)
Mobile games need predictable spending. A whale can't spend $2000 and get nothing - they'd quit and chargeback.
Business Reality: Pity systems increase player retention and spending confidence.
25% crit chance doesn't mean 25% per hit. Instead:
The Reality: Most major games (OSRS, Genshin, League, etc.) use legitimate RNG. The "rigged" feeling comes from not understanding the underlying math.
Streamers play 8-12 hours daily. More attempts = more extreme outcomes (both lucky and unlucky).
You only see the clips when something crazy happens. Boring, average RNG doesn't go viral.
With thousands of streamers, someone will always have extreme luck on any given day.
Set Realistic Expectations
Going 2x drop rate is normal (happens to ~13% of players)
Use Our Calculator
Calculate your actual odds before starting a grind
Have Exit Plans
Decide beforehand when you'll stop or switch activities
Understand Pity Timing
Know exactly when soft pity starts (usually around 75 pulls)
Budget for Worst Case
Always budget for hard pity (180 pulls for featured character)
Track Pity Across Banners
Understand which pity carries over and which resets
How: Mathematical algorithms using seed values
Predictable: Given the same seed, produces identical sequence
Speed: Extremely fast computation
How: External entropy (atmospheric noise, radioactive decay)
Predictable: Completely unpredictable
Speed: Slower, requires external hardware
Important: Even "true random" games like OSRS use pseudo-random algorithms. The difference is in how they manipulate the results, not the generation method.
Better Player Education
Games will need to explain their RNG systems clearly
Hybrid Systems
Expect more games with both random and protected elements
Player Choice
Options to choose between pure RNG and protected systems
Calculate your real odds before starting any grind. Know what you're getting into.
Try CalculatorUnderstand why you feel unlucky and how to manage RNG psychology.
Read Psychology GuideSet realistic expectations and exit strategies for your rare item hunts.
Pet Hunting GuideA: OSRS uses pure RNG with no bad luck protection. This means extreme dry streaks are not just possible - they're statistically guaranteed to happen to some players. Other games implement pity systems to prevent this frustration.
A: In true RNG systems (like OSRS), no. Each attempt has identical odds. However, in games with PRD or pity systems, you can optimize timing and understand the mechanics to maximize efficiency.
A: Look for published drop rates, check if the game uses pity systems, and observe if your results match statistical expectations over large sample sizes. Transparency is key - legitimate games publish their mechanics.
A: It depends on your preference. Pity systems provide certainty and prevent extreme frustration, while pure RNG maintains the authentic thrill of randomness. Many players prefer hybrid approaches that offer some protection without removing all unpredictability.