Step 1
Describe the reward source
Create a loot table for a chest, boss, encounter, or activity and add the items or resources it can produce.
Turn drop-rate spreadsheets into a readable reward model with probabilities, player-facing timelines, and health signals for every loot table.
Rare gear chase
Boss chest · 8 enemies/run · 6 min
P50
18 runs
P90
58 runs
Health
82/100
Cumulative chance
0-60 runsLoot Table Designer helps designers move beyond isolated drop percentages. You define the content, run duration, drop sources per run, item chances, stack sizes, and rarity context; the tool translates that into the practical experience players will feel.
Step 1
Create a loot table for a chest, boss, encounter, or activity and add the items or resources it can produce.
Step 2
Convert per-enemy chances into run-level odds, drop frequency, average time, percentile windows, and 1000-run simulation output.
Step 3
Use general indicators, comparative curves, health score criteria, and friction heuristics to decide what needs tuning.
Expect a practical balance surface, not a black-box optimizer. The page gives you enough evidence to explain whether a drop is too trivial, too punishing, too concentrated, or creating a long-tail frustration risk.
Use it for boss drops, dungeon rewards, resource farming, rarity ladders, weekly chests, and chase-item pacing.
Change chance, quantity, run length, or enemy count and compare how the whole reward experience moves.
The outputs are phrased for design discussion: runs, time estimates, health criteria, and explicit risk notes.
Use Loot Table Designer when a spreadsheet tells you the odds, but the team needs to understand the player journey behind those odds.