History Main / RandomlyGeneratedLoot

21st Jan '18 10:20:13 AM Malady
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When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves) and the SwordOfPlotAdvancement (which is usually fixed). SubTrope of RandomDrops.

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When this is done with levels, see RandomlyGeneratedLevels. Compare and contrast DesignItYourselfEquipment (when the player can control the stats themselves), SocketedEquipment (where the player can determine bonuses themselves) and the SwordOfPlotAdvancement (which is usually fixed). SubTrope SuperTrope of RandomDrops.
RandomDrop.
4th Dec '17 6:26:46 AM BeerBaron
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** Subverted by most games in the series. Non-unique equipment typically follows the "<Material> <Weapon> of <Powerful> <Effect>" naming format, however it only RandomlyDrops and has its enchantment scaled to the player's level.
** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers. Containers are instead filled from "leveled lists" of items, giving players a better chance of finding good loot at higher levels, with the Luck attribute also playing a role in what appears.

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** Subverted by throughout most games in of the series. Non-unique equipment typically follows series with non-unique enchanted items. For example, non-unique enchanted weapons follow the "<Material> <Weapon> "X weapon of <Powerful> <Effect>" Y" naming format, however it only RandomlyDrops and has its enchantment IE [craftsmanship] weapon of [adjective corresponding to a power level] [enchantment effect] (or, for a specific example, Steel Sword of Greater [[AnIcePerson Frost]]). Depending on the specific game in question, these items can be [[RandomDrops dropped by NPC enemies]], found randomly in the world as loot, or found in the inventory of shops. In the games with strict LevelScaling, they will usually be scaled to the player's level.
level.
** ''Videogame/TheElderScrollsIIIMorrowind'' ''[[Videogame/TheElderScrollsIIIMorrowind Morrowind]]'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find [[DiscOneNuke extremely high level loot well before it will start being randomly generated generated]] in containers. Containers are instead filled from "leveled lists" of items, giving players a better chance of finding good loot at higher levels, with the [[LuckStat Luck attribute Attribute]] also playing a role in what appears.
3rd Oct '17 12:49:51 PM wingedcatgirl
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** Subverted by most games in the series. Non-unique equipment typically follows the "X weapon of Y" naming format [[note]][crafting material] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.

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** Subverted by most games in the series. Non-unique equipment typically follows the "X weapon "<Material> <Weapon> of Y" <Powerful> <Effect>" naming format [[note]][crafting material] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], format, however it only RandomlyDrops and has its enchantment scaled to the player's level.
16th Mar '17 9:49:55 AM BeerBaron
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* Subverted by ''Franchise/TheElderScrolls'' series. Equipment appears to follow the "X weapon of Y" naming format [[note]][craftsmanship] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.
** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers.

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* ''Franchise/TheElderScrolls'':
**
Subverted by ''Franchise/TheElderScrolls'' most games in the series. Equipment appears to follow Non-unique equipment typically follows the "X weapon of Y" naming format [[note]][craftsmanship] [[note]][crafting material] weapon of [adjective corresponding to a power level]ous [enchantment effect]]ing, to be exact.[[/note]], however it only RandomlyDrops and has its enchantment scaled to the player's level.
** ''Videogame/TheElderScrollsIIIMorrowind'' averts it with loot outside of containers, which is hand placed and never changes. Savvy veteran players can find extremely high level loot well before it will start being randomly generated in containers. Containers are instead filled from "leveled lists" of items, giving players a better chance of finding good loot at higher levels, with the Luck attribute also playing a role in what appears.
1st Jul '16 10:37:57 PM wolftickets1969
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Added DiffLines:

* In the ''VideoGame/{{Fallout}}'' series, container loot is randomly generated upon entering a building or cell. Loot outside containers is static except for certain [[LevelLockedLoot level-based spawns]]. In ''VideoGame/{{Fallout 4}}'', Legendary enemies carry "rare" weapons or armor pieces with randomly chosen stat boosts or special effects.
22nd Jan '16 5:55:38 PM GrammarNavi
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* ''SuperSmashBros for 3DS\[=WiiU=]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.

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* ''SuperSmashBros ''[[VideoGame/SuperSmashBros Super Smash Bros. for 3DS\[=WiiU=]'' Wii U / 3DS]]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.
15th Jun '15 9:46:14 AM Winter
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* In ''VideoGame/StarTrekOnline'' items of rarity higher than "common" have a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated.

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* In ''VideoGame/StarTrekOnline'' items of rarity higher than "common" have a list of modifiers that can be added (uncommon gets one, rare gets two, very rare gets three). Some can be bought in particular configurations from vendors, but RandomDrops are procedurally generated. As of Season 9.5, equipment created through ItemCrafting also gets randomly-generated mods, a source of much frustration for players seeking "perfect" gear.
13th Mar '15 11:17:49 AM Nerrin
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Added DiffLines:


[[folder: Tabletop Games]]
* Magical weapons and armor in ''TabletopGame/DungeonsAndDragons'' 3rd Edition, when rolled for instead of picked by the GameMaster, are wholly randomly generated starting from weapon or armor type to the nature of the enchantments upon them. Well, random except anything magical always has at least a +1 bonus before any other properties. The strength of the item (minor, medium, or major) sets upper and lower bounds on the power level that can be rolled. It's generally easier to get an extra plus on something rather a special property.
[[/folder]]
26th Oct '14 8:18:51 AM case
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[[folder: Fighting ]]
* ''SuperSmashBros for 3DS\[=WiiU=]'' has equipment, which a fighter can equip three of, each of which increases one stat, and decreases another, and sometimes giving another advantage or penalty. Anyone can equip badges, but there are other types that only a few fighters (or just one) can use.
[[/folder]]



24th Oct '14 1:04:14 PM slvstrChung
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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like CriticalHits, turned off during high-level TournamentPlay.)

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The downside, of course, is that randomness is the enemy of skill development. To get good at something--a FightingGame, a Roguelike, TabletopGame/{{chess}}--you need to do it over and over, learning as you do about patterns and behaviors. Eventually, you reach a point where you can guess what's going to happen next, and what to do under those circumstances. RandomlyGeneratedLoot can slow down this process because one of the things you need to know about are your own character's capabilities--and when those are constantly changing because you're constantly swapping out new equipment, you can't establish a baseline and will have trouble learning to play or fight to the best of your abilities. (This is a big reason why games like ''VideoGame/TeamFortress2'' have random elements, like CriticalHits, {{Critical Hit}}s, turned off during high-level TournamentPlay.)
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