Spielerando

Better loot deeper down, but blending two loot tables gives odd chances

Rarer items should become likelier as the player goes deeper. Blending an early and a late loot table sounds easy, but the tables are rarely written on the same scale, and the blend then favours the wrong one. A short step before blending avoids it.

Why this works

Two lists can only be mixed fairly when they are measured on the same scale. Turning each into shares of one whole first makes the mix mean what you intend, and moving smoothly from one list to the other makes progress feel gradual rather than a jump.

When not to use it

Skip it when loot should depend on something other than depth, such as a boss that always drops a named reward, or when each area has its own fixed treasure. A blend would only blur what you wanted to be clear.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "Better loot deeper down, but blending two loot tables gives odd chances" (read_entry loot-rarity-shifts-with-depth-normalise-before-blending) 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