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Less important requests are usually made up for through other methods. "You can access true randomness at quantum scales, but this is generally out of reach through conventional electronics." Those are usually intended for cryptographic use. These requests are important enough that they can be set to block, pausing the requesting process, until enough entropy is generated (like through pressing keys or moving the mouse around) to satisfy them. The issue is of enough importance that some Unix-based systems actually maintain a pool of “entropy,” gathered through sources such as the precise timing of user inputs, as an OS-level service, making it available to programs on request. You can access true randomness at quantum scales, but this is generally out of reach through conventional electronics. We don’t know the consequences of the motion vectors of the dice as they sail through the air, nor how they’ll react when they strike the table, how they’ll tumble and come to rest.
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What we substitute for randomness is, in actuality, ignorance. When we roll dice, the outcome is determined largely when the solids leave our hand. In our macro-scaled, Newtonian world, randomness is actually rare. There are few computer games that use what we would call true randomness. Then there are some who, so concerned are they about people’s misconceptions about what it means to say an attack is 90 percent likely to hit, actually fudge the math, and roll the dice so that it actually means the attack is more like 98 percent likely to hit. No random drift or aiming stat should interfere. In an action game, if you point at a player with a gun and pull the trigger, if your aim was true, the target should be hit. If an attack works, it should be definite get the uncertainty out of it. Put all the information out there for the player. There are some people who don’t think games should be random, or that die rolls at least should play a minimal role.
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