Spielerando

Random gear stats should add up to the same total, with no stat at zero

Rolling each stat on its own gives some pieces far stronger than others, and scaling them afterwards leaves odd leftovers and a bias towards even splits. This shows how to hand out a fixed number of points among the stats so that every split is equally likely.

Why this works

Fairness here means every possible split of the points is equally likely. Rolling each stat alone and rescaling favors balanced results and leaves points over, while choosing where to place dividers among the points treats every split alike and uses up exactly the budget.

When not to use it

Skip it when gear should have a recognizable character, like a sword that is always strong and slow. Then fix the pattern by design and only vary the total, since fully random splits create many pieces that fit nothing.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 35 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Random gear stats should add up to the same total, with no stat at zero" (read_entry gear-stats-split-fixed-budget) 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