Video and Online Games

Loot and Randomness in Video Games

Drop tables, critical hits and other random systems explained.

Balancing Random Elements in Roguelikes

How designers tune chance in games where every run restarts: weighted offers, floors on bad luck, variance control, and the balance between luck and skill.

4 min read

Drop Rates and Loot Tables Explained

How weighted loot tables turn item weights into percentages, and what a stated drop rate such as 2% really says about how many attempts you may need.

4 min read

Pity Timers and Bad Luck Protection Systems

How pity counters and bad luck protection work, with a worked example showing how a guarantee changes the average number of attempts and what it leaves unchanged.

5 min read

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