I agree with what you've said, I just meant it more in the sense of 'getting it right'. As in there is a fine line between making rare (best in slot, or close enough too) loot too easy to get (so everyone has it given a practical amount of time), verse making it too hard so only the really lucky get it (and most people just give up). Add to that that everyone's definition of where that line is is different and it makes hitting that 'sweet spot' harder than you might think, but not impossible. Little bit of both. I've had my share of bad rolls and ninja loots, and yeah, when you have been running an instance for a week to get a certain item only to see it go to someone's 'offspec' it kinda stings a little. As you said though it's only pixels, and they are only games, so I don't get too bent out of shape about it, but that doesn't mean we can't all have a bit of fun speculating about ways to make things better. Maybe, but I would rather do over-engineered and have to scale it back a bit than under-engineered and leave gaping holes. Also, the reasons for the diagrams and such is that it's a new idea (as far as I know), or at least one that's foreign to most people, and it generally takes a bit of explaining (and diagrams help) to get people to understand new ideas. Well, having them experience it is the best way, but since I won't be launching an MMO any time soon this is the best I've got. Also, why is that everyone is so quick to say 'rolling is fine' but I am yet to see one person justify that with more than 'it's tried and true' What is it that makes a rolling system so damn good? Really I want to know, because I just do not get it.