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First, allow me to apologize, because this is going to be a fairly long post. I've given this topic a lot of thought, and even experimented with conceptsconcepts and previous implementations.
First, allow me to apologize, because this is going to be a fairly long post. I've given this topic a lot of thought, and even experimented with concepts and previous implementations.
First, allow me to apologize, because this is going to be a fairly long post. I've given this topic a lot of thought, and even experimented with concepts and previous implementations.
Is there a different(more standardized and modern) conceptual foundation that I could use to achieve this kind of loot table, but in a more simplified way, or one that allows for more control about how things are handled?Is there a better and more modern conceptual foundation that I could use to achieve this kind of loot table?
Is there a different(more standardized and modern) conceptual foundation that I could use to achieve this kind of loot table, but in a more simplified way, or one that allows for more control about how things are handled?
Is there a better and more modern conceptual foundation that I could use to achieve this kind of loot table?
Is there a different(more standardized and modern) conceptual foundation that I could use to achieve this kind of loot table, but in a more simplified way, or one that allows for more control about how things are handled?
Loot Table Concepts
Is there a different(more standardized) conceptual foundation that I could use to achieve this kind of loot table, but in a more simplified way, or one that allows for more control about how things are handled?
Modern Loot Table Concepts
Is there a different(more standardized and modern) conceptual foundation that I could use to achieve this kind of loot table, but in a more simplified way, or one that allows for more control about how things are handled?