
Once upon a time i created a Rollable Table with 325+ entries. Each entry had a potential weight between 1's and 1,000's. The total combined weight of all entries was 80,000. Something i found happening was that whenever i referenced the Table via a macro, that it appeared to only reference other entries in close proximity to that initial random check point. Since then, i have modified the Rollable tables. There are now eight of them, each only weighted a total of 100. The random number generation seems to work a lot better now, but maybe i'm only seeing what i want to see. What i do know is that dealing with a bunch of separate smaller Rollable Tables makes my macro trigger situation a lot more complicated -something which i don't like! The reason why i had the entries in the old Table weighed at such a wide range was that for example, lets say i had an Iron Flask appearing with a weight of 200 out of 80,000 on the list. Lets say that 1 out of 100 of those Iron Flasks held an imprisoned Xorn, for a specific weight of 2. Weighing with large numbers theoretically allowed me to enumerate small sub-divisions within a generated item, but in reality so that i could add every potential type of Iron Flask to my list. But in actual practice, the random number generation did not seem to like this setup. So what am i requiring too much of the Rollable Table? What am i doing wrong here? :)