Spielerando

Give every player their own loot from a shared chest, the same after a reconnect

Personal loot ends fights over a shared chest, but it needs every player's roll to be their own, repeatable if they disconnect, and not affected by who opened first. A careless mix of names can even give two players the same hash. This entry builds the seed with care.

Why this works

Fairness comes from each person's loot depending only on things that belong to them and the chest. Leaving out time, the party and the opening order means nothing a player does can change their reward, and a dropped connection costs nothing.

When not to use it

Don't give each player a private roll when the group should share a pot, or when one great drop is the story of the evening and everyone wants it to be a real contest. Use one shared roll and let people decide who gets it.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 44 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Give every player their own loot from a shared chest, the same after a reconnect" (read_entry each-player-sees-their-own-chest-loot-after-reconnecting) 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