I’m debating whether to use pure RNG (Random Number Generation) or a "Pseudo-Random" system for my rogue-like’s loot drops. Pure RNG can lead to "bad luck streaks" where players get nothing useful for three runs in a row, which kills motivation. However, if the system is too predictable, the tension disappears. How do you balance the excitement of a random roll with the need for a fair, consistent player experience? Is there a middle ground that keeps the "gambler's rush" alive without frustrating the user?