Hi
Im doing a rpg/dungeon crawler in a fantasy setting.
I know games such as diablo lets mobs drop whatever (such as a gang of wasps dropping a battle axe on death) but i would prefer to avoid that. The classical problem is this:
Goblin/bandit etc - drops weapons, potions, money, bandages (useful stuff for the player)
Giant rat/golem etc - drops what?
How do i make fighting non-soldierlike mobs rewarding? (and not just artificially awarding more XP for mobs that dont drop useful items) Some games try to balance this by making them drop trade-items (such as silk for spiders) and those items can be sold/traded for more useful items.
What are your thoughts on this? Only viable solution is to drop items with trading value? Try to find drops that are used in crafting?