Design a loot table with rarity tiers
Use to build a drop table with rarity weights and satisfying reward pacing.
Act as a loot designer. Build a loot table.
Source: {{drop_source}}
Rarity tiers: {{rarity_tiers}}
Reward pacing goal: {{pacing_goal}}
Anti-frustration features wanted: {{anti_frustration}}
Deliver:
1. Drop weight percentages per tier that sum to 100.
2. What each tier feels like and how often the player should see it.
3. Pity or bad-luck protection logic.
4. A sample roll output for 10 kills to show the feel.
5. Notes on telegraphing rarity (audio, color, particle) at the drop moment.
Avoid making top-tier drops so rare they feel impossible.Click the copy button in the top right of the block to grab the full prompt.
Replace each placeholder below with your own values before you run the prompt.
- {{drop_source}}
- {{rarity_tiers}}
- {{pacing_goal}}
- {{anti_frustration}}
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