Think there is confusion here - if I understand correctly you are asking about the number generator, they are talking about the process of determining success. Like in league of legends you have a listed crit chance but the way they determine success isnt to generate a number and compare it to your chance, you start with a smaller base number that gets incremented each time you fail and reset when you succeed - the end result is that your overall chance remains the same but the likelihood oh a streak (of fails or successes) goes down.
Doesnt change the overall probability, drastically reduces variance.
Some games (both computer games and physical board games) intentionally use "shuffled randomness" where e.g. for percentile fail/success rolls you'd take numbers from 1-100 and use true randomness to shuffle that list; in this way the overall probability is the same, but has a substantially different feel as it's impossible for someone to have bad/good luck throughout the whole game and things like "gambler's fallacy" which are false for actual randomness become true.
Just as with any standard PRNG (e.g. Mersenne twister) the outcome may be fully predictable with some information about the state or the previous rolls, but its still usable; and the general distribution of values matches what is desired for that section of the game.
That’s not what I meant. Say that the first roll was a 1. Then you know that for at least 100 rolls, you won’t get a 1 anymore. And with more rolls, more numbers are eliminated.