Give a harvest skill a chance of extra drops that stays bounded
A skill that gives extra items is a satisfying upgrade, but doubling every yield on a chance can make rare resources pour out, and adding a flat number removes the excitement. A small set of odds that grows with the level and has a hard top keeps it fun and the economy in one piece.
Why this works
A bonus that has a ceiling can be balanced, while one that grows with the size of the haul eventually breaks the game. Several small chances add up to a smooth average with a known top, and one roll against fixed counts makes the edges exact.
When not to use it
Skip it when the bonus should be a clear, guaranteed reward that players can plan around, like a perk that always adds one. Then give a fixed extra and save chance for rare, exciting finds.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give a harvest skill a chance of extra drops that stays bounded" (read_entry bonus-drops-from-a-single-roll) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP