Loot Wheel

A loot table spinner with weighted drop rates. Common items drop most frequently, Legendary items rarely — jus

Start with a transparent probability setup, then adjust every weight.

Template: RPG Loot Table

Add and enable at least one entry to spin.

Loot Wheel

A loot table spinner with weighted drop rates. Common items drop most frequently, Legendary items rarely — just like RPG loot systems. Customise the tiers and weights to match your game design.

Loot Wheel — weighted drop rates for games

The Loot Wheel simulates RPG loot tables with adjustable drop rates: Common 50%, Uncommon 30%, Rare 15%, Legendary 5% by default.

Edit the weights to match your game system, prototype new loot tiers, or use it as a classroom introduction to weighted probability.

Add or rename outcomes in the Inputs panel, set a positive weight for each one, and check the live percentage before spinning. You can disable an outcome temporarily without losing its label or weight.

Simulate realistic loot drops

Tiered rarity makes every rare drop feel earned — weighted probability in action.

  • Four rarity tiers

    Common, Uncommon, Rare, Legendary — fully editable weights.

  • Game design prototyping

    Test loot economy balance without writing code.

  • Probability education

    A relatable context for teaching weighted random distributions.

For raffles, giveaways, and contests where fairness matters, we recommend using a standard equal-probability wheel so every participant has the same chance of winning.

Frequently Asked Questions

What is a Loot Wheel?
A Loot Wheel is a weighted spin wheel that simulates RPG loot table drop rates. Each rarity tier has a custom probability — Common items drop most often, Legendary items rarely.
What are the default drop rates?
The default preset uses Common 50%, Uncommon 30%, Rare 15%, Legendary 5%. Edit any weight to adjust the distribution for your game system.
Can I add custom item names?
Yes. Edit the entry labels to use specific item names — Healing Potion, Iron Sword, Enchanted Bow, Dragon Scale Armour, and so on.
Can I use this for a classroom probability lesson?
Absolutely. Loot tables are an engaging real-world example of weighted probability. Students can set weights, predict outcome frequencies, and test their predictions by spinning.
How do I add more rarity tiers?
Add a new entry in the Inputs panel, name it (e.g. Epic), and set a weight. The percentages for all tiers recalculate automatically.