Every dungeon master, game designer, and tabletop RPG player eventually faces the same problem: you need a believable, balanced loot table that dishes out gold and health potions freely while making that Legendary sword feel genuinely rare — without stopping mid-session to do arithmetic. This generator handles the maths and the dice so you can focus on the story.
How the maths work
The generator uses a two-stage probability model that mirrors how most physical loot tables are designed.
Stage 1 — Weighted selection. Every item in the table has a numeric weight. The engine sums all weights to get a total W, draws a uniform random value in (0, W), then walks down the item list subtracting weights until it reaches zero. The probability of selecting item i is simply:
P(select i) = w_i / W
An item with weight 40 in a 100-weight table is selected 40 % of the time.
Stage 2 — Drop check. Once an item is selected, a virtual d100 is rolled. The item is only awarded if the roll lands at or below the item’s drop-chance threshold. This lets you model “possible but not guaranteed” rewards — for example, a Dragon Scale might appear on the selection step fairly often but still miss 80 % of the time because its drop chance is set to 20 %.
Combined (effective) probability per roll is therefore:
P(awarded) = (w_i / W) x (drop% / 100)
This is what the Drop Chances tab shows, sorted from highest to lowest so table imbalances are immediately visible.
Quantity dice use standard NdM+K notation. Rolling 2d6+1 draws two independent six-sided dice, sums them, and adds 1. The expected value is N x (M+1)/2 + K, so 2d6+1 averages 8.
Preset tables explained
Three curated presets ship with the generator:
| Preset | Flavour | Rarity distribution |
|---|---|---|
| Dungeon Chest | Classic adventurer loot | Common through Artifact |
| Goblin Pockets | Low-level, mostly junk | Mostly Common, one Rare |
| Dragon Hoard | High-value late-game | Starts at Uncommon, peaks at Artifact |
The Default table is a general-purpose mix good for mid-level encounters.
Example roll
Suppose you roll once on the Dungeon Chest preset. The generator draws a random value against the total weight (100). Let us say it lands on Spell Scroll (weight 20, drop chance 65 %). It then rolls d100 and gets 42 — which is ≤ 65, so the item is awarded. Quantity is 1 (fixed), so the player receives one Spell Scroll. The effective probability of this exact outcome on any single roll is (20/100) x 0.65 = 13 %.
If the same roll had produced a Divine Artifact (weight 1, drop chance 2 %), the effective chance would have been (1/100) x 0.02 = 0.02 % — one in 5,000 rolls. That is the kind of scarcity that makes legendary items feel earned.
Building a balanced table
A healthy loot table usually follows a rough pyramid: many common items with full or near- full drop chances filling 60–70 % of effective probability, a band of uncommon/rare items in the 5–20 % range, and one or two very-rare or legendary items below 5 %. The Drop Chances tab makes this visible at a glance. If your “Legendary Sword” shows up at 8 % effective, it will feel fairly routine after ten fights — time to lower the weight or the drop chance.