Roll random bonuses on an item without contradictions or repeats
An axe with two kinds of fire damage and a bonus that only makes sense at higher levels looks broken. Random bonuses need rules about which can sit together and which need a minimum level. This entry picks them one by one and stops cleanly when nothing fits.
Why this works
A list of bonuses reads as sensible only when its parts do not contradict each other. Putting bonuses that cover the same thing into one group, and removing the whole group after a pick, gives a valid item at once, with no endless retrying.
When not to use it
Skip it when stacking is the fun, for example when two fire bonuses should add up and players chase that build. Allow repeats with a ceiling there. Also pointless for items that always carry one fixed bonus.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 23 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 "Roll random bonuses on an item without contradictions or repeats" (read_entry item-affixes-without-conflicts) 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