Because I'm a pedantic nerd, here's some numbers for the "start at 10%, increase by 10% per failure":

- Hole in one: 10%
- Got it in two: 18% (=28%)
- Third time lucky: 21.6% (=49.6% -- so expected value is "3 or fewer attempts", surprisingly low considering you're still at 30% chance!)
- Four attempts: ~20% (=~70%)
- Five attempts: ~15% (=~85%)
- Six attempts: ~9% (=~94%)
- Seven attempts: ~4% (=~98%)
So what started as a simple "1 in 10" has become "very likely within five, almost certain within seven, guaranteed by ten", which is insanely unbalanced.

(Also, I just imagined what it must be like from a data storage perspective to save "attempted melds" for each piece of gear, and my server admin side cringed)