GENERATORS

Loot Table Generator

Build weighted loot tables and roll from them — with rarity weights.

WEIGHTED DROPS

Loot table

Browser-only
ItemWeightChance
Weights are relative — an item with weight 60 is 12× more likely than one with weight 5. Percentages update automatically. Runs fully in your browser.

Loot table guide

Loot tables are the hidden machinery of every RPG and live-service game: the weighted list that decides what drops when a monster dies, a chest opens, or a gacha pulls. This tool lets you build a weighted table with any items and drop chances, see the real percentages, and roll from it instantly — once, 10×, or 100×.

Everything runs in your browser. Weights are relative, so balancing is as simple as adjusting numbers until the percentages feel right.

How weighted randomness works

Every item gets a weight — a relative number. The chance of each item is its weight divided by the total of all weights. An item with weight 60 in a table totaling 100 has a 60% chance; double the total and it becomes 30%.

The beauty of weights is that they are relative: you can add, remove, or rebalance items without rewriting the whole table. That is why game designers use them instead of hard-coded percentages.

Designing satisfying drop rates

A few principles from game design:

  • Rarity is about ratio, not absolute numbers — a legendary at 1% feels legendary; at 0.1% it feels like a scam.
  • Common items should still be useful — junk drops with nothing to do with them feel like punishment.
  • Pity systems exist because pure randomness is cruel — a 1% drop has a 37% chance of not appearing in 100 kills. (0.99^100 ≈ 0.366.)
  • Test with bulk rolls — this tool’s "Roll 100×" exists precisely for that sanity check.

Tip: The "Roll 100×" feature is your balancing tool: run it and eyeball whether the distribution feels right before you commit the table to code.

From tool to game

The weighted-pick algorithm this tool uses is the same one you would implement in any engine: pick a random number in [0, total), walk the list subtracting weights, and stop when the remainder goes negative. It is O(n) per roll, trivially fast, and works identically in Unity, Godot, or a backend.

Frequently asked questions

How do loot table weights work?

Each item has a relative weight; its drop chance is weight ÷ total weight. Weight 60 vs 5 means the first is 12× more likely.

How do I convert a percentage to a weight?

Pick a total (say 100), and use the percentage directly as the weight. Or use any base total and scale: weight = total × desired%.

Can I have an item with a 0% chance?

Set its weight to 0 — it becomes impossible but stays in the table if you want to re-enable it later.

Why does a 1% drop sometimes not appear in 100 rolls?

Randomness is not a guarantee: the chance of zero successes in 100 tries at 1% each is 0.99^100 ≈ 37%. That is why pity systems exist.

Is my loot table data stored anywhere?

No — everything runs locally in your browser. Your table exists only on your device.

Privacy note: loot tables, rolls, and copying happen in your browser. Nothing is uploaded.