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Loot Roll

ASecurity

Use when enemy, chest, quest, world, or encounter rewards come from deterministic or random drop tables and rolls are duplicated, opaque, unreplayable, or disconnected from pity and item ownership.

  • 11 stars
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  • 1 view
  • Added October 23, 2026
ai-agentsaws

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill loot-roll --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: loot-roll
description: Use when enemy, chest, quest, world, or encounter rewards come from deterministic or random drop tables and rolls are duplicated, opaque, unreplayable, or disconnected from pity and item ownership.
---

# Loot Roll

This skill owns **drop-table identity, roll inputs and reward selection**. `rng-seed` owns deterministic random streams, `pity-table` owns bad-luck counters/floors, and item/currency owners commit the selected reward.

## Modes

| Mode | Selection |
|---|---|
| guaranteed-kit | authored guaranteed entries |
| chance-affix | random/weighted entries or modifiers |
| shared-pool | multiple sources reference a shared versioned pool |
| none | source grants no rolled loot |

## Roll contract

Every table/pool has a stable ID and version. A roll records source/reward event ID, pool version, eligible entries, relevant context and the `rng-seed` stream/state or deterministic draw reference required for replay.

Do not infer pity from repeated misses; if protection exists, call `pity-table` with a stable pool/counter identity. A selected reward is committed once through `inventory-economy`, `currency-dual`, `equipment-progression`, or another true owner using the source event/transaction ID.

Wear replacement, encounter spend coverage, rarity cadence and sample sizes are balancing policy, not universal drop-table laws. Validate statistical claims using enough observations for the stated claim and preserve deterministic replay for individual rolls.

## Acceptance

Replay a captured roll from its stable table/version plus RNG state and obtain the same selected entries. Test duplicate reward callbacks, empty/ineligible pools, table migration and pity integration. Report actual sample size/distribution when making balance claims; do not use an arbitrary kill count as proof that players understand the table.

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