Spielerando

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