Original Post
I'm sure this has been discussed before, but I'm working on a looting system for my game (which is a hack 'n slash type deal). I figure i'd go with the classic loot table system. Each enemy has a table of items that they can drop, and each item has a certain percentage of getting dropped. This seems like quite a good system to me, except for the fact that items at the top of the list are more likely to drop than those at the bottom. Let's say I roll successfully for item #2 in the loot table and generate that item for the player. What if item #5 also would have been a successful roll? How would I go about giving all the items in the loot table a "fair" chance of being selected? Are there any other smart ways of distributing loot?