I think that they use one system for all RNG that can be manipulated beyond adjusting a base odd of occuring, that can be made to have "stutters" in the system. For example, if the odds are 1-50 "yes" and 51-100 "no," then they can cause a new roll to fall withing a margin for a certain number of rolls. So if the RNG rolls a 68 and the margin is 20, the next 10 (or whatever they decide) rolls would be within 48 and 88, giving you a 2% chance of "yes" the next 10 rolls. It's the easiest way I can think of to load the dice and not have to do anything else to game the system, while it still looks hypothetically totally random from the outside. From a programming standpoint, this is how I think they do it. It would allow for easy behind the scenes manipulation in favor of or (it seems most often) working against the player. This is something I've been trying to figure out since Vanilliny 1, and I hope it makes sense. It does inside my brain cage.
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