Andrew (Halfling Gypsy) said: Well, you could list all the things you want in your rollable table. There is ONE catch... you need whole numbers for the Weight. So say your Loot Table has... d% 1-10: Sword 11-15: Sword +1 16-25: Longbow 26-30: Longbow +1 etc... 96-100: Greatsword +3 Then you start making a rollable table. You call one thing in the table "Sword" and because there are 10 chances in 100, you give it Weight 10. You call the next "Sword +1" and because there are 5 chances in 100, you give it Weight 5. You call the next "Longbow" and because there are 10 chances in 100, you give it Weight 10. etc, etc, etc... Then if you want to roll once on the table, you use [[1t[LootTable] ]] If you wanted them to have a 50-50 chance, then you need to replace the 1 with a 50-50 chance. So something like... [[ [[1d2-1]]t[LootTable] ]] But you have a 10% chance of loot drops, so [[1d100<10]] gives you a 10% chance of giving the result "1" and otherwise 0. So [[ [[1d100<10]]t[LootTable] ]] is a 10% chance of drawing one thing from the loot table. If you wanted to do more than that... you could make it say [[ ([[1d100<10]]*2)t[LootTable] ]] if you wanted a 10% chance for 2 draws from the table. If there are basically two tables, and there's a chance of things from either table, then you just make your LootTable contain BOTH tables... unless you need each one to check. So I'm definitely interested in a table like this, especially for random treasure. Is there anywhere I could go to see how this would all be set up? It seems more in-depth than the wiki is letting on...