Monday, August 17, 2026
Incompatible loot
Many computer roleplaying games, or roleplaying-adjacent games, have a constant stream of loot to keep you interested. Pathfinder: Wrath of the Righteous certainly has a loot stream, but it turns out that the "Pathfinder" part of the name poses a problem: Loot incompatibility.
At level 1, every character class has access to some simple weapons. Monks, wizards, and druids have the most restricted list of access. But typical melee classes like fighters have access to both simple and martial weapons, and with a single feat could get access to exotic weapons. However, characters usually get at least one new feat every two levels, sometimes more. And if you want to make an efficient build, you will have concentrate on a single weapon. There are feats like "weapon focus" or "weapon specialization" or "improved critical" that don't work for all the weapons you are proficient in, but you have to specify which weapon the feat should apply to.
At level 1, there isn't much of a difference between a regular longsword and a regular battleaxe, except for how they handle critical hits. You can perfectly choose either one of them and be fine. But a few levels down the road, you'll be stuck with your choice. If you chose longsword, you might end up having a regular +1 longsword and looting a +2 battleaxe with some interesting additional effect; but because you have specialized in the longsword, you won't switch to the battleaxe now, unless you pay for an expensive respec.
Now Pathfinder: Wrath of the Righteous has 56 different types of weapon, but you group only has 6 characters. So the chance of any random weapon you find to be completely useless to your group is quite high. The situation with armor is a bit different, but it also happens that an armor has a magic effect that would be good for one of your characters, but its armor type or other stats aren't useful to that character.
In the end, your group in Wrath of the Righteous ends up selling most of the loot. Which is a lot less interesting than finding loot you can actually use. In a pen & paper game, the dungeon master simply cheats and doesn't hand out incompatible loot. But in a computer RPG, the devs don't know which weapon you would specialize in, and so they just sprinkle a bit of everything.
Comments:
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I mean it wouldn't be too hard to just not set a fixed type but rather have it pick whatever choices your party made.
But that would lead to meta gaming unless the effects are scaled to be all on par. Because why would you pick weak D4 daggers for the +2, if you could also pick D12 greataxe.
But if everything just adapts to your party, will that not be boring as well?
The pen and paper game is interesting because you don't have prior access to the loot behaviour and what the GM will hand out (and less loot streaming in).
But that would lead to meta gaming unless the effects are scaled to be all on par. Because why would you pick weak D4 daggers for the +2, if you could also pick D12 greataxe.
But if everything just adapts to your party, will that not be boring as well?
The pen and paper game is interesting because you don't have prior access to the loot behaviour and what the GM will hand out (and less loot streaming in).
That is an interesting dilemma.
Some people really dislike party tailored loot cause of realism, some prefer it so they don't have to deal with unusable loot but still get drops.
In pathfinder there is also a system called ABP (automatic bonus progression) (which our group uses) which basically ignores loot for the purpose of upgrades and gives you bonuses at a set level. This allows us to just focus on buying and getting 'fun stuff' instead of having to save up for the next +X on a weapon or armor.
Some people really dislike party tailored loot cause of realism, some prefer it so they don't have to deal with unusable loot but still get drops.
In pathfinder there is also a system called ABP (automatic bonus progression) (which our group uses) which basically ignores loot for the purpose of upgrades and gives you bonuses at a set level. This allows us to just focus on buying and getting 'fun stuff' instead of having to save up for the next +X on a weapon or armor.
Weapon proficiences are realistic, but not much fun in games. They are okay if they are limited to (say) heavy, light, ranged and unarmed. Otherwise cool drops seem wasted more often than not.
I wonder why more games don't try to go the DM route of dynamically modifying loot drops and vendor tables. I could imagine in Baldur's Gate 3 for example a system that dynamically spawned items on vendors that fit your party members specs if it sees them wielding outdated equipment for their current level for example. That's something a DM might actually do. Your fighter still using a basic shield, well you just so happen to find a blacksmith in town selling a nice upgrade for them.
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