Dices integration -> Does this infringe the gambling ToS?

I have a core loop that goes → kill mobs to farm gold → return to base and upgrade → repeat

I want the upgrades to be luck based, much like you’d see in games that use odds-based systems. For instance, pet simulator where you “upgrade” via eggs.

My game has a Dungeons and dragons inspired feel. I’d like the upgrading system to be based on the roll of dices rather than eggs.

Under the hood, it is essentially the same thing as the popular eggs systems. Trigger odds-based operation → observe results and collect reward.

I have a feeling that because dices are typically associated with gambling, I may be running into a wall here.

Further precisions :

  • The currency used to roll the dices cannot be purchased. It is obtained by slaying mobs. However, the rate at which the user slays mobs can be influenced by diverse items that can be obtained via store purchases, therefore the rate at which the user can roll the dices can be indirectly influenced by real money purchases.

  • There will be a trading system implemented later down the road. This means that whatever content was obtained through the system can be traded to other player for items or currencies.

Does roblox ever officially answer these? If so, please consider the following : In terms of abstract game design, this is the exact same loop than some of the very popular titles on the platform, including the precisions above. It only differs in visuals.

According to Roblox’s Random Virtual items policy, you must always indicate the numerical odds what they may receive.

Example picture:

To quote from the documentation:

This policy also applies to indirect purchases. For example, if a user uses their Robux to purchase a seed, then later plants the seed in exchange for a randomized virtual item, you must disclose the odds of their potential award before they plant the seed

If your experience offers randomized virtual rewards in exchange for completing an action that does not involve the payment of Robux or other in-experience currency, you aren’t required to disclose the odds. For example, if a user locates a key that opens a treasure chest, you don’t need to state the odds of what items they might receive from the treasure chest.

Thank you, this is useful information. We can absolutely comply with this.

For future readers, I am still feeling uneasy about this. There is the following section in the ToS

Except where prohibited by local law or regulation, we allow the portrayal of gambling in experiences. However, no real money, Robux, or in-experience items of value may be exchanged in connection with any gambling activities. We also require that the odds of winning be fair and clearly disclosed to the user prior to playing.

I am new to the platform, I am not sure if “in-experience items of value” has a specific known meaning. To me, it sounds like anything that could be traded to other players. However, then that’d mean large titles like Pet Simulator 99 are infringing the ToS. It also means that my system would infringe the ToS. Does anybody have any clarifications on the topic?

The ToS also contains a “Paid Random Items” section

Paid random item generators include those purchased with Robux directly or via in-experience currencies that are purchased with Robux.

  • If paid random items are available in your experience, users may not trade or sell the resulting assets for Robux, real currency, or anything else of value on Roblox.
  • Creators must use the applicable PolicyService API to ensure paid random items are only accessible by eligible users.
  • The odds of receiving each possible resulting item must be accurately disclosed to the eligible user before the moment of purchase.

As I understand it, if the item obtained can be traded in game for other in-game items, but not for anything that would convert to real money value, then the implementation is fine by the ToS. I would still really like staff confirmation if that’s possible.