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Absurd amount of natural 1 dice roll results

I'm not sure if there is anything that can be done about this, and I expect the response of that its just the luck of the dice, but my group has had an issue with an absolutely absurd amount of 1s resulting from d20 dice rolls. I thought it wouldn't hurt to at least make a post about it so it gets seen in case this issue is the case for any other groups. I started my first campaign on roll20 about a month and a half ago, and every night we have at minimum 10 natural 1 results from our d20 rolls. I will be keeping track from now on so I can bring more hard evidence of this, but it has been a major issue of the group and really lowers morale when the amount of these rolls are so high.
It's just the luck of the dice. It wouldn't really be random if you had a perfect distribution of random numbers every time.
1365294864
Gauss
Forum Champion
In case you are interested, here is some relevant information regarding the testing of our RNG.&nbsp; <a href="https://app.roll20.net/forum/post/63487/from-the-source-roll20-rng-testing#post-63487" rel="nofollow">https://app.roll20.net/forum/post/63487/from-the-source-roll20-rng-testing#post-63487</a> Additionally, if you are trying to compare RNG dice rolls to real dice rolls, they wont be the same. Most real dice tend to roll 10s and 11s. Many dice manufacturers have decided that if an axis is going to be short they would prefer to make the 10-11 axis short and the 1-20 axis long. This will create fewer 1s and 20s. To test this take a micrometer and measure each axis.&nbsp; Some dice are also weighted. You can test this using a salt solution. Add salt to hot water and mix. keep adding salt until your dice float.&nbsp; While floating spin the dice. If the dice have a radical direction change towards the end of the spin it is weighted.&nbsp; While the dice testing does not help your Roll20 dice rolls it might help explain any differences between RNG dice and Real dice (assuming the RNG is good). - Gauss
1365395953
Konrad J.
Pro
API Scripter
We played a session on Saturday Face 2 Face using some Roll20, but real dice. &nbsp;The paladin rolled two 1's and a 2 in a row. &nbsp;Myself as the GM rolled three 1's in a row. &nbsp;:(
Streaks are part of randomness. Just learn to deal with them. Call it bad karma for something the character did in game.
@JonathanTheBlack: Maybe. But there's a deeper issue here, I think. Producing random numbers with a computer is impossible without a random seed which are very hard to come by. If you don't believe me then you'll have a hard time explaining companies who make money by selling random numbers. That being said, I wonder how much effort the roll20 people spent actually trying to make sure their number generators are, in fact, random or very close to it. I know I get angry at my iTunes for constantly replaying the same songs in my 80gig library even though it's on shuffle; I'd hate to find out that my random number generator is rolling too many 1's and 20's - that spoils the fun.
1365447671
Gid
Roll20 Team
Short answer: They spent a lot of time. Please see the link that Gauss posted above.
Jan, if there weren't any streaks... then it wouldn't truly be random. Perhaps you should go read up on random number theory.
Just to add my two cents: The only truly random way to get a number on a computer is to base it off of Atmospheric Noise, but only a few companies have this ability/type of database.
Gauss said: In case you are interested, here is some relevant information regarding the testing of our RNG.&nbsp; <a href="https://app.roll20.net/forum/post/63487/from-the-source-roll20-rng-testing#post-63487" rel="nofollow">https://app.roll20.net/forum/post/63487/from-the-source-roll20-rng-testing#post-63487</a> Additionally, if you are trying to compare RNG dice rolls to real dice rolls, they wont be the same. Most real dice tend to roll 10s and 11s. Many dice manufacturers have decided that if an axis is going to be short they would prefer to make the 10-11 axis short and the 1-20 axis long. This will create fewer 1s and 20s. To test this take a micrometer and measure each axis.&nbsp; Some dice are also weighted. You can test this using a salt solution. Add salt to hot water and mix. keep adding salt until your dice float.&nbsp;While floating spin the dice. If the dice have a radical direction change towards the end of the spin it is weighted.&nbsp; While the dice testing does not help your Roll20 dice rolls it might help explain any differences between RNG dice and Real dice (assuming the RNG is good). - Gauss That's some very interesting (to me at least) information about the real world dice, thanks for sharing it. That being said, the RWF game seems to have crazy amounts of "1's" being rolled at times too.&nbsp; I'm not sure it's mathematically improbable, but with a bunch of experienced gamers, it was definitely dramatically noticeable.&nbsp; 8)
I'm sorry, it just becomes extremely frustrating when a majority of the people in my group have about +9 to their attacks in 4th edition. And everyone misses about 80-90% of the time. I'm at the point of wanting to change the roller to wizard's dice roller temporarily to see if there is any noticeable difference with a different roller.
I have seen an unusually high number of 1's rolled regardless of dice while I haven't done alot of testing of the random distribution of dice. I have seen quite a few 1's more than any other number appear.&nbsp;
I'm not really sure what else we can offer here. As the previous link shows, we've spent considerable time and effort in making sure that the random number generator we use is, indeed, random. We have literally&nbsp;mathematically&nbsp;proven it to be so. At this point, any complaints about too many 1's are just complaining against the way that random chance works. As it's been pointed out, if you're used to using physical dice, this may be a different experience for you, simply because most physical dice aren't actually random. You are more than free to keep just rolling physical dice like usual if that's your cup of tea.&nbsp; For more information on this, you might check out&nbsp; <a href="http://en.wikipedia.org/wiki/Clustering_illusion" rel="nofollow">http://en.wikipedia.org/wiki/Clustering_illusion</a> &nbsp;which is basically what this is (human bias to see patterns in randomness, along with our inability to accurately "know" how many 1's should really show up. I can't stress enough: we take this very seriously, the numbers are random. And I'm sorry that you aren't happy with the number of 1's being rolled, but I'm not sure what else we can do besides prove beyond a reasonable doubt that the RNG is functioning properly.