History Main / ImpossibleItemDrop

7th Apr '18 5:40:42 PM nombretomado
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* This trope is used by several different enemies in the ''VideoGame/{{Diablo}}'' series, but the most {{egregious}} example is the Swarms in the second game: swarms of insects able to, and quite likely to, drop items like pieces of armor.

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* This trope is used by several different enemies in the ''VideoGame/{{Diablo}}'' series, but the most {{egregious}} JustForFun/{{egregious}} example is the Swarms in the second game: swarms of insects able to, and quite likely to, drop items like pieces of armor.
22nd Mar '18 12:06:40 PM AnotherDuck
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* This trope is used by several different enemies in ''VideoGame/{{Diablo}}'', but the most {{egregious}} example is the Swarms: swarms of insects able to drop items like pieces of armor.
** ''VideoGame/PathOfExile'', being a SpiritualSuccessor of Diablo II, also suffers from this. Humanoid enemies dropping weapons and armor is all well and good but then you have giant spiders or ''animated streamers of cloth'' that will drop sets of plate armor.
* ''VideoGame/{{Nethack}}'' partly averts this; many dropped items are physically in the monster's inventory (or is the monster's corpse itself). If an orc swings at you with a long sword, he'll drop that same long sword when he dies. Some items are generated upon death, but the game checks the size of the item to prevent impossible situations like killer bees dropping plate mail.
** While usually unobtrusive, the death-drop mechanic is painfully obvious in fast-breeding enemies such as gremlins and black puddings. These enemies can rapidly reproduce themselves under certain circumstances, and each duplicate has an independent chance of leaving behind an extra item when it dies.

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* This trope is used by several different enemies in ''VideoGame/{{Diablo}}'', the ''VideoGame/{{Diablo}}'' series, but the most {{egregious}} example is the Swarms: Swarms in the second game: swarms of insects able to to, and quite likely to, drop items like pieces of armor.
** * ''VideoGame/PathOfExile'', being a SpiritualSuccessor of Diablo II, ''Diablo II'', also suffers from this. Humanoid enemies dropping weapons and armor is all well and good but then you have giant spiders or ''animated streamers of cloth'' that will drop sets of plate armor.
* ''VideoGame/{{Nethack}}'' partly averts this; many dropped items are physically in the monster's inventory (or is the monster's corpse itself). If an orc swings at you with a long sword, he'll drop that same long sword when he dies. Some items are generated upon death, but the game checks the size of the item to prevent impossible situations like killer bees dropping plate mail.
**
mail. While usually unobtrusive, the death-drop mechanic is painfully obvious in fast-breeding enemies such as gremlins and black puddings. These enemies can rapidly reproduce themselves under certain circumstances, and each duplicate has an independent chance of leaving behind an extra item when it dies.
8th Mar '18 9:38:42 PM nombretomado
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* UltimaVII and it's sequel come ''so'' close to averting this. Deer you kill drop legs of meat, perfectly reasonable. But. . . the (normal, four legged) deer tend to drop ''five'' legs of meat apiece for no apparent reason whatsoever.

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* UltimaVII ''VideoGame/UltimaVII'' and it's its sequel come ''so'' close to averting this. Deer you kill drop legs of meat, perfectly reasonable. But. . . the (normal, four legged) deer tend to drop ''five'' legs of meat apiece for no apparent reason whatsoever.
24th Feb '18 9:50:24 PM arrgh
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* In the ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' series, most enemies (and [[RewardingVandalism random objects like pots or bushes]]) drop rupees, arrows, bombs, magic potion vials, and hearts at random. Even better, whenever you get a new item (bow, bomb bag, slingshot, etc...) that consumes something, whatever it is suddenly starts appearing everywhere in spite of its not showing up before.

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* In the ''[[Franchise/TheLegendOfZelda Legend of Zelda]]'' series, most enemies (and [[RewardingVandalism random objects like pots or bushes]]) drop rupees, arrows, bombs, magic potion vials, and hearts at random. Even better, whenever you get a new item (bow, bomb bag, slingshot, etc...) that consumes something, whatever it is a resource, that resource suddenly starts appearing everywhere in spite of its not showing up before.before (ie: when you get the bow, arrows suddenly start showing up).
31st Jan '18 12:13:24 PM ShinyMoogle
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Added DiffLines:

* ''VideoGame/DivinityOriginalSin2'' has the Lucky Charm skill, which gives you an additional chance to find rare, valuable items in any container (container contents are generated randomly upon being opened for the first time). The game has a very generous definition of "container", which boils down to anything which is not a dead body that can contain items. This leads to you watching your lucky looter drunkenly[[hottip:*:Being drunk increases your Lucky Charm skill by 1]] stumbling up to a small potion rack, rummaging around, and pulling out a legendary two-handed warhammer.
30th Jan '18 5:23:33 AM Cryoclaste
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* In the ''WorldOfWarcraft'' MMORPG, most non-humanoid opponents drop items instead of money. While there is some attempt to make the items dropped match the creatures in question, it is often forced, such as making the bodies of most types of carnivorous animals - including things such as harpies and giant spiders - edible delicacies and/or requisite components for items the players can make or trade for. These are often also {{Plot Coupon}}s for one or more quests as well. Even so, it is not unusual for a deceased opponent to leave behind something that makes no sense at all for them to have had.

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* In the ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' MMORPG, most non-humanoid opponents drop items instead of money. While there is some attempt to make the items dropped match the creatures in question, it is often forced, such as making the bodies of most types of carnivorous animals - including things such as harpies and giant spiders - edible delicacies and/or requisite components for items the players can make or trade for. These are often also {{Plot Coupon}}s for one or more quests as well. Even so, it is not unusual for a deceased opponent to leave behind something that makes no sense at all for them to have had.
20th Jan '18 2:13:04 PM DarkHunter
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** This is mostly averted in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', where enemies and inanimate objects no longer drop random items like hearts or rupees. Instead, they drop items you'd expect them to have. Enemies drop the weapons they were using and body parts, while cutting grass can reveal bugs. The only enemies that drop rupees are Yiga Clan members (they're human, so presumably the rupees are their pocket change) and Treasure Octorocks (octorocks that disguise themselves as [[ChestMonster treasure chests]]). Moldugas also drop several treasure chests upon death, but they're large enough that they could conceivably have ''eaten'' those chests at some point.

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** This is mostly averted in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', where enemies and inanimate objects no longer drop random items like hearts or rupees. Instead, they drop items you'd expect them to have. Enemies drop the weapons they were using and body parts, while cutting grass can reveal bugs.bugs or lizards. The only enemies that drop rupees are Yiga Clan members (they're human, so presumably the rupees are their pocket change) and Treasure Octorocks (octorocks that disguise themselves as [[ChestMonster treasure chests]]). Moldugas also drop several treasure chests upon death, but they're large enough that they could conceivably have ''eaten'' those chests at some point.
10th Dec '17 4:54:37 PM BattleMaster
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* ''VideoGame/{{Diablo}}'' and its sequels have this in spades, since loot is randomly generated. It's common for a diseased sewer rat to drop a full suit of plate armor or a [[HornyDevil succubus]] who's wearing nothing but a thong to somehow have a [[BladeOnAStick naganita]] longer than she is tall stashed on her body.



* ''TabletopGame/DungeonsAndDragons'' usually attempts to justify monster treasure in their Monster Manuals; the more savage varieties of monster tend to have the gear of previous attempts at killing it strewn in their lair, while more intelligent ones like how it looks. The ''really'' dumb or bizarre monsters don't have treasure listed for them at all.

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* ''TabletopGame/DungeonsAndDragons'' usually attempts to justify monster treasure in their Monster Manuals; the more savage varieties of monster tend to have the gear of previous attempts at killing it strewn in their lair, while more intelligent ones like how it looks. The ''really'' dumb or bizarre monsters don't have treasure listed for them at all. There are also restrictions based on creature powers: a salamander that's permanently WreathedInFlames won't have any flammable items like magic scrolls while a rust monster won't have any metal treasures.
7th Dec '17 4:06:52 PM nombretomado
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* Made fun of in [[http://www.virtualshackles.com/76 this]] ''Webcomic/VirtualShackles''. "What the fuck ''{{Darksiders}}''. Why does everything I smash have a soul in it?"

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* Made fun of in [[http://www.virtualshackles.com/76 this]] ''Webcomic/VirtualShackles''. "What the fuck ''{{Darksiders}}''.''VideoGame/{{Darksiders}}''. Why does everything I smash have a soul in it?"
24th Oct '17 9:33:34 AM REV6Pilot
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MoneySpider is a subtrope for the specific case of animals dropping money. Contrast UnusableEnemyEquipment, where your enemy is carrying weapons that you can't pick up when he's dead. Also see RandomlyDrops.

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MoneySpider is a subtrope for the specific case of animals dropping money. Contrast UnusableEnemyEquipment, where your enemy is carrying weapons that you can't pick up when he's dead. Also see RandomlyDrops.
RandomDrop.
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