How to make an RNG game in Roblox Studio
Roll for auras, items or cards with “1 in X” odds — a fair, server-side roll script, luck boosts and the systems that keep people rolling.
Updated November 1, 20268 min read
RNG games are built around one button: roll. Each result has a rarity shown as “1 in X”, and the fun is chasing the rare ones. The roll must happen on the server, and the odds you show must be the odds you use.
The core loop
Every RNG game comes down to one loop that players repeat. Build this first, in grey blocks:
- Roll
- Get a result with a visible rarity
- Equip or collect the best one
- Use luck boosts to roll for rarer results
Systems you need
Rarity table
A list of results with a “1 in X” chance each, from common to absurdly rare.
Server roll
A RemoteFunction the client calls; the server checks the cooldown, rolls and returns the result.
Luck
A multiplier that makes rare results more likely — from potions, game passes or time played.
Inventory
What players have rolled, saved in a data store, with the rarest shown off above their head.
Roll animation
A short reel of names before the result. Most of the excitement is here.
Build order
- 1
Rarity table and roll
The script below, tested with prints.
- 2
Roll button and animation
A ScreenGui button that calls the RemoteFunction and plays a short reel.
- 3
Inventory and equip
Save rolled results; show the equipped one as a BillboardGui or effect.
- 4
Luck and auto-roll
Luck potions and an auto-roll toggle (still limited by the server cooldown).
The key script: Server-side “1 in X” roll with luck
Where it goes: ServerScriptService > Rolls (Script).
- Insert a
RemoteFunctionnamedRollinto ReplicatedStorage. - A LocalScript calls
Roll:InvokeServer()and shows the returned name.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local rollRemote = ReplicatedStorage:WaitForChild("Roll")
-- "1 in X" chances, rarest first. The first is the fallback and always hits.
local RESULTS = {
{ name = "Celestial", oneIn = 10000 },
{ name = "Mythic", oneIn = 1000 },
{ name = "Legendary", oneIn = 250 },
{ name = "Epic", oneIn = 50 },
{ name = "Rare", oneIn = 10 },
{ name = "Uncommon", oneIn = 4 },
}
local FALLBACK = "Common"
local COOLDOWN = 1
local random = Random.new()
local lastRoll = {}
local function roll(luck)
for _, result in RESULTS do
if random:NextNumber() < luck / result.oneIn then
return result.name
end
end
return FALLBACK
end
rollRemote.OnServerInvoke = function(player)
local now = os.clock()
if now - (lastRoll[player] or 0) < COOLDOWN then
return nil
end
lastRoll[player] = now
local luck = player:GetAttribute("Luck") or 1
local result = roll(luck)
-- Save it to the player's inventory here.
return result
end
Players.PlayerRemoving:Connect(function(player)
lastRoll[player] = nil
end)How it works
- Checking rarest first means a result's chance is close to
luck / oneInfor rare entries, which is what the “1 in X” label promises. - Common results are slightly less likely than their label because rarer checks come first — round labels on commons accordingly.
- Use one
Random.new()object on the server; never let the client send the result or the luck value.
How RNG games make Robux
- Luck boosts (timed developer products) and a permanent 2× luck game pass.
- Faster roll speed or auto-roll as a game pass.
- Show the real odds next to anything that boosts luck — players and Roblox expect paid random items to be transparent.
You receive 70% of what players spend on game passes and developer products; Roblox keeps 30%.
Common mistakes
Rolling on the client
A client roll means exploiters roll Celestial every time. Roll on the server only.
Fake odds
If the label says 1 in 1,000, the math must give 1 in 1,000. Players test this, and misleading odds on paid items break Roblox rules.
Nothing to do with results
Rolling alone gets old. Give results a use: stats, cosmetic effects, collections with rewards.
FAQ
How do “1 in X” odds work in Roblox RNG games?
Each result has a chance of 1 divided by X. The server picks a random number for the rarest result first, then the next, and falls back to the common result if nothing hits.
Should RNG rolls happen on the server?
Yes. If the client rolls, exploiters can choose their results. The client only asks to roll and plays the animation.
Do I need to show odds in my Roblox game?
If players pay for random items or luck, show the real odds clearly. Roblox's rules on paid random items require transparency, and players trust games that show them.