Spielerando

Give found weapons and tools a worn condition, better ones for rarer finds

A pristine axe lying in a ruined cabin makes the crafting bench pointless. A broken one is a wasted find. The condition of loot needs a spread that mostly lands in the useful, slightly battered middle, and it should tell the player something about how rare the find was.

Why this works

If finding is as good as making, nobody makes. Letting most finds come out poor, with only the rarest reaching a good state and never a perfect one, keeps crafting and repair worth the effort while every find still feels usable.

When not to use it

Skip it in a game with no crafting or repair, or where loot is the main reward and players expect gear to be just as good as it looks. Then give every find full strength and vary it by type or special effects.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 18 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 found weapons and tools a worn condition, better ones for rarer finds" (read_entry found-gear-comes-worn) 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