Just like to say, that I love this script as it is, but I can see far greater potential for it than simply being a oneshot loot pile. The option to be able to include a custom money pile would be nice - not everyone likes the easy way to do it. For example, my players frequently make the choice of leaving behind sack fulls of copper or silver coins in favor of smaller more portable valuables, and burying what they can't carry somewhere to retrieve later, and hoping to find it again. all part of the fun, really. they have caches marked out on an actual treasure map they have constructed, with cryptic clues for themselves to follow if they happen to forget the exact details, because most of the time they can't afford to take the time to ferry it all back at once, and they are always trying to on-sell looted equipment that they have 'stored' to various villages and small towns, they just go and pick up the nearest cache of looted weapons if they manage to strike a deal. gives their characters something to do in their down time, and I've even based an session or two around them having exactly what someone needs who is desperate for a quick militia to be armed, striking up a deal, and then having to deliver the goods on time (they had a fair bit of travelling to do, between caches, and with a war gearing up around them, they couldn't move very quickly). But it all comes down to the players. mine enjoy immersion, mostly, and realistic rewards. they actually complain about monster drops. if there isn't a good reason for awesome gear to be there, they don't trust it and are kinda paranoid its a trap of some sort. totally not my fault, either, they started out that way, honest... The multiple piles of loot would be useful as well, as you can imagine there are several semi-permanent ones around in the above game, and being able to keep track of random loots like that would be a godsend. currently use excel sheet, and would love to get rid of it, its not that great, and I love your layout here with this. simple, accurate, and effective. if I may? a suggestion for multiple piles - have it set to be able to create and change loot piles via a gm only command, (Aarons script really is the bomb there, though manually putting in your own id works just as well) perhaps (Edit: Please note that these commands are listed here as examples only, use !loot help for a list of actual ingame commands) !loot create <name>, to create a loot list with a title. this appends itself to a loot table, listed with a generated sequential number and the name of the loot pile. !loot switch <variable>, this would switch the loot in memory to the created loot, using the number in question to pick the loot to be loaded (and of course whispering the GM the number and the name of the loot pile switched to, for confirmation of correct pile). entering !loot switch without a variable would print out a whispered list to the GM of the available loots by number and name. !loot delete <variable> This would delete the loot listed under the number in question, and preferably print back a gm whisper asking for comfirmation, listing the loot number and the name of the loot, to verify it should be wiped from memory. (i.e. (to GM: confirm deletion of loot stack #<variable>, <name>? !loot add <name> this would add an item to a list, as it does now, and print a return confirming the item and the loot pile it was added to, by name and number. Not entirely sure if anything else would be needed there, but I might have missed something: It would be simple enough to manage as a GM, and the players would not be able to mess with it if set up in such a way. Your generic commands for the players would remain essentially the same, with !loot take <variable> and !loot take money <variable> still removing the indicated loot from the loot pile, and adding it to a separate list that becomes the players personal list of gear; this would be automatic and only require one extra command to be able to work: !loot take <number> this takes loot from the loot pile and adds it to the players personal loot list (which i will call booty, for clarification purposes) !loot take money <amount> this works as above, removing the listed amount of cash from the loot pile and adding it to their personal booty. !loot give <variable> this would allow a player to put loot into the loot pile from their booty pile (loot pile set by the GM of course; I would have a default loot pile constantly up that was basically party loot, and only switch to another pile if they wished to interact with it) !loot give money <variable> same as above, except would allow a player to put money into the loot pile, as apposed to items. as for a player and their personal loot, or booty, as I would call it once claimed, I would have it work the same way, except when a player types !loot they get two lists: the current loot table from the GM, and their own personal loot listed underneath, via a whisper. this personal table would have to be coded to each player, created automatically upon taking the first item, and directly editable by the GM, accessable via gm only commands that allow him to individually list each automatically created player loot list, and edit them. !booty prints out a list of all the player-created loot lists, and allows the GM to be select from them to work with. !booty access <variable> works the same as !loot switch, allowing the GM to directly modify a particular personal loot table. !booty give <name> same as !loot give. adds an item to the list. !booty take <variable> same as !loot take, except it stores the item in the GM's own personal storage. (Sometimes you want a player to lose an item for a short time, not delete it completely). !booty clear clears the entire list, leaving the players loot list intact, but empty. !booty delete <variable> deletes the entire list and the entry, removing the players loot list entirely from memory. as a sidenote, whichever way you decide to go, I would have add a command that will output a list of loot in a string that can be copied for later re-entry using !loot add json <string>, perhaps via !loot print json or something similar?