FastStart Online Full index

Randomised rewards and summoning odds

Quick answer

A randomised reward is an in-game draw whose outcome is decided by chance against a set of probabilities, usually spending a currency or item each time. A published rate is a probability per attempt, not a promise about a sequence, which is why a player can make many attempts at a stated rate and receive nothing.

A randomised reward mechanic distributes items or characters by drawing from a weighted pool rather than by selling a chosen item directly. In collection RPGs the mechanic is usually called summoning or pulling, each attempt consumes a summoning item or a quantity of hard currency, and the weights determine how often each rarity tier appears.

The mechanic is the centre of the category's economy and the source of most of its controversy. It is also the part most often misdescribed in conversation, because the intuitive reading of a percentage does not match how independent draws behave.

What a published rate states

Where a publisher discloses drop rates, the figure is almost always a per-attempt probability: the chance that this single draw produces the stated outcome. It carries no information about previous attempts and no guarantee about future ones. Draws are ordinarily independent, which means an unsuccessful run does not increase the chance of the next attempt succeeding, unless the title operates an explicit counter that does exactly that.

Worked example: the arithmetic of a 6% rate

Take a hypothetical per-attempt rate of 6% for a top-tier result. The chance of not getting it in one draw is 94%. Across sixteen independent draws the chance of no success at all is 0.94 raised to the sixteenth power, which is about 37%. In other words, more than a third of players making sixteen draws at that rate would finish with nothing, even though sixteen is often described as “about one expected success”.

The number of draws at which success becomes more likely than not is lower than most readers expect: at 6%, about twelve. The number at which success becomes certain does not exist — the probability approaches one but never reaches it. Both facts follow from the arithmetic alone and apply to any title using independent draws at a fixed rate. The rate used here is an illustration, not a figure taken from any particular game.

Pity counters and guarantees

Some titles modify independence with a counter: after a stated number of unsuccessful draws the next one is guaranteed to produce a top-tier result, or the rate rises progressively as the counter advances. Where such a mechanism exists it changes the arithmetic fundamentally, because it puts a ceiling on the worst case.

Three details determine whether a counter is worth much. Whether it resets on a success or carries across banners; whether it guarantees a tier or a specific character, which are very different promises; and whether it applies to the paid draw type, the free one, or both. A counter guaranteeing a top-tier result but not the featured character still leaves the specific outcome a player wanted to chance.

Checking a specific title

Whether a given game publishes its rates, operates a counter, or does either differently on different banners is a matter for that vendor's own published material and in-game information screens. This site does not restate rates for any title, because they change with each release and a figure quoted here would be stale. For the title this site links to, what the vendor states and what it does not is set out in Raid: Shadow Legends at a glance.

Why the mechanic is contested

Randomised in-game rewards sit near a boundary that different jurisdictions draw in different places. The feature attracting attention is the combination of payment, a chance outcome and an item of perceived value, which resembles the structure of a wager even where the item cannot be converted back into money.

In Australia the arrangements that apply are public and can be read directly. Computer games distributed here are classified, and the classification carries consumer advice; where a game contains simulated gambling or in-game purchases, that is a matter the Australian Classification Board addresses through the classification and the advice lines attached to it. Representations made when selling randomised items — about odds, about what a purchase contains, about the chance of an outcome — are subject to the prohibition on misleading or deceptive conduct administered by the ACCC. Readers who want the current position on how these mechanics are treated should read those bodies directly rather than rely on a summary; the treatment has been reviewed more than once, and a statement of the law written here could be out of date by the time it is read.

This site does not state that any particular mechanic is or is not gambling under Australian law, and it does not present randomised purchasable items as suitable for minors.

How the mechanic interacts with the economy

Randomised acquisition is the reason the rest of the economy is shaped as it is. Because the pool contains many low-value results, most draws yield material rather than a usable character, and that material feeds the upgrade system described in Free-to-play economies. Because the high-value results are rare, summoning items are the natural thing to sell, and because the outcome is uncertain, the quantity sold per purchase is less meaningful than it appears.

Three ways the same spend can be framed
FramingWhat it describesWhat it leaves out
“Twenty summons”The quantity of draws receivedThe probability attached to each one
“Expected one top-tier result”The long-run average outcomeThat the most common single outcome may still be zero
“Chance of at least one result”The figure a player actually wantsNothing — this is the useful framing, and it is rarely the one shown

Practical reading for a player

Three habits follow from the arithmetic, offered as general guidance rather than as advice about any specific purchase. First, convert a draw count into a probability of at least one success before deciding whether a bundle is worth its price; the calculation needs only the rate and a calculator. Second, treat a run of failures as information about the rate, not about the account — independent draws have no memory, and no sequence of results changes what the next one does. Third, decide the amount before the session rather than during it, because the decision taken after an unsuccessful run is taken under conditions the mechanic is designed to produce.

Where a player believes a draw did not deliver what was represented, that is a consumer question rather than a gameplay one, and the route is set out in In-game purchases and consumer rights.

Key terms used in this entry

Banner
A time-limited summoning pool with its own odds and featured results.
Drop rate
The probability, per attempt, of a stated outcome.
Independent draw
A draw whose probability is unaffected by the results of earlier draws.
Pity counter
A mechanism guaranteeing or improving a result after a stated run of failures.
Pull
A single randomised draw.
Expected value
The long-run average result per attempt, which no single attempt is obliged to resemble.