@Duh_TaleWorlds The problem is not at the base percentage, the problem is that the chance is true random instead of pseudo-random.
True Random : Flat value per every occurrence where a defined statement happens or not.
Pseudo-Random : An increasing chance of a statement happening for every other occurrence where it did not.
Example: If we have 100 battles going on around the whole map, with true random there may be 0 instances of a lord dying, while with pseudo-random, there will be at LEAST 1 death (taking the death variable as a global, not a character variable, in which case a single character would have to be downed around 50 times for an almost certain chance of death). Now this is a method used in competitive gaming, I know singleplayer isnt competitive, but it still holds the randomness of chance while also allowing the player to have some sort of control on what happens. And Id suggest it rather being a character variable like "health" for example, which diminishes with each lost battle and resets after some amount of time not fighting.