As I know in wc3 used true random without any modification. My suggestion is to chage it same way as in dota 2.
"The pseudo-random distribution in Dota 2 refers to a statistical mechanic of how certain probability-based items and abilities work . In this implementation the event’s chance increases every time it does not occur, but is lower in the first place as compensation. "
That chage buf some heros with spells related to random like BM or MK and orcs orb. This changes make meta move and also its more fun than “true random”.
There is no such thing as true random generator unless you want to get a bit nuked^^
You can easily build your own distribution with the code that already exists for custom maps. As for ladder I’d stick to the common PRG.
There’s an option for this in World Editor.
Warcraft III already does this with critical strike and evasion? It seems to have limits to how frequently an outcome can occur, which skews average results away from those specified in the object editor at extremes.
Attacks also use a multiple dice system so outcome of attack damage is a Gaussian distribution rather than constant distribution.
The actual solution is to remove random elements. Basically what StarCraft II did.
This is a “pity drop” system. A base rate with a guaranteed one if you get significantly unlucky based on that rate.
But also yeah: The closest thing to true random are generators that base their number outputs on something that can not currently or realistically be predicted, such as atmospheric noise, which is what random.org uses.