How does Roblox's ToS apply to pity systems?

I’m sorry if this has already been answered elsewhere, I tried to search for it but found nothing.

By Roblox’s guidelines, when a user can use Robux to either directly or indirectly purchase random virtual items then the various items’ drop chance must be shown to the user.

After my groups latest game, a pity system has been heavily demanded by the players so I’d like to add one. I was going to make it so if the player is very unlucky and hasn’t gotten a legendary in X amount of attempts, then the next time they open the loot box then a legendary is guaranteed. Obviously, a pity system fudges with the actual chance of getting a legendary. I was wondering how other games have gone about adding a pity system or if anyone else has knowledge on this topic.

If your rarities and equations are right, you shouldn’t need a pity system.

Roblox’s ToS demands that you are clear about paid random items.

What you should do is:

  • State that after X attempts, you have a 100% chance to get a legendary item
  • State the chances of each rarity (you should already doing this)
  • State that each item of the same rarity has an equal chance of getting chosen (if you’re not doing this, add it in as soon as you can)
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