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Dice with character...when is using them cheating?
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<blockquote data-quote="MNblockhead" data-source="post: 9599499" data-attributes="member: 6796661"><p>Foundry explains how it randomizes its dice rolls and why they should be as random as physical dice. I've pasted their explanation below. The last paragraph is very interesting to me. I don't have enough technical knowledge to ensure I'm reading this right. But it sounds like a set of random numbers are pregenerated and cached when a user connects to a session. So, let's say you are rolling poorly in a session. Could you just log out and re-log in the hope the your next set of random numbers will be better? Since they are all random, it probably doesn't make sense to do so, maybe you are logging out just before a string of good numbers. But I'm curious.</p><p></p><p>There is also a module to integrate Random.org's true random number generator for Foundry dice rolling. <a href="https://github.com/kidfearless/Foundry-TrueRNG/blob/master/README.md?utm_source=chatgpt.com" target="_blank">Foundry-TrueRNG/README.md at master · kidfearless/Foundry-TrueRNG</a>. I'm not sure I see much need to bother with this. The argument is that Foundry's method uses pseudorandom number generator (PRNG), which means it produces sequences that appear random but are ultimately deterministic if the seed is known. Random.org (TrueRNG): Uses atmospheric noise to generate numbers, which is genuinely random and non-deterministic. For game purposes, I don't think it matters--though that seems a bit hypocritical for a guy who bought "precision" dice. I guess I'm more about form over function after all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><h4>Mersenne Twister PRNG</h4><p><strong>How does Foundry Virtual Tabletop handle randomization?</strong></p><p>Foundry utilizes a Mersenne Twister pseudorandom number generator for all of its dice rolls. It was originally developed in 1997 by Makoto Matsumoto and Takuji Nishimura to rectify most of the flaws found in older PRNGs.</p><p></p><p>It is fast, reliably random over long periods of usage, and easily implemented, which has led to its widespread use in numerous programming languages. In fact, this pseudorandom number generator is the most widely used general-purpose PRNG in existence, and widely viewed as the most reliable for use in dice and other gaming impelementations.</p><p></p><p>The Mersenne Twister utilizes a seed number that the internal mathematics use to determine the set of random numbers generated. In Foundry VTT, this seed is set at the time each user connects, giving them a unique set of rolls for the rest of that session.</p><p></p><p>[URL unfurl="true"]https://foundryvtt.com/article/dice-advanced/?utm_source=chatgpt.com[/URL]</p><p></p><p>Finally, this relatively short video gives a good explanation of all of this in less time that it takes to read this post:</p><p></p><p>[MEDIA=youtube]m02wPi45suo[/MEDIA]</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9599499, member: 6796661"] Foundry explains how it randomizes its dice rolls and why they should be as random as physical dice. I've pasted their explanation below. The last paragraph is very interesting to me. I don't have enough technical knowledge to ensure I'm reading this right. But it sounds like a set of random numbers are pregenerated and cached when a user connects to a session. So, let's say you are rolling poorly in a session. Could you just log out and re-log in the hope the your next set of random numbers will be better? Since they are all random, it probably doesn't make sense to do so, maybe you are logging out just before a string of good numbers. But I'm curious. There is also a module to integrate Random.org's true random number generator for Foundry dice rolling. [URL='https://github.com/kidfearless/Foundry-TrueRNG/blob/master/README.md?utm_source=chatgpt.com']Foundry-TrueRNG/README.md at master · kidfearless/Foundry-TrueRNG[/URL]. I'm not sure I see much need to bother with this. The argument is that Foundry's method uses pseudorandom number generator (PRNG), which means it produces sequences that appear random but are ultimately deterministic if the seed is known. Random.org (TrueRNG): Uses atmospheric noise to generate numbers, which is genuinely random and non-deterministic. For game purposes, I don't think it matters--though that seems a bit hypocritical for a guy who bought "precision" dice. I guess I'm more about form over function after all. :-) [HEADING=3]Mersenne Twister PRNG[/HEADING] [B]How does Foundry Virtual Tabletop handle randomization?[/B] Foundry utilizes a Mersenne Twister pseudorandom number generator for all of its dice rolls. It was originally developed in 1997 by Makoto Matsumoto and Takuji Nishimura to rectify most of the flaws found in older PRNGs. It is fast, reliably random over long periods of usage, and easily implemented, which has led to its widespread use in numerous programming languages. In fact, this pseudorandom number generator is the most widely used general-purpose PRNG in existence, and widely viewed as the most reliable for use in dice and other gaming impelementations. The Mersenne Twister utilizes a seed number that the internal mathematics use to determine the set of random numbers generated. In Foundry VTT, this seed is set at the time each user connects, giving them a unique set of rolls for the rest of that session. [URL unfurl="true"]https://foundryvtt.com/article/dice-advanced/?utm_source=chatgpt.com[/URL] Finally, this relatively short video gives a good explanation of all of this in less time that it takes to read this post: [MEDIA=youtube]m02wPi45suo[/MEDIA] [/QUOTE]
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