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	<title>Comments on: Build Your Own Guild Part 3: The Dreaded Loot Question</title>
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	<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/</link>
	<description>Practical advice for World of Warcraft healers and leaders</description>
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		<title>By: Bobert</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-17614</link>
		<dc:creator>Bobert</dc:creator>
		<pubDate>Tue, 03 Feb 2009 07:47:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-17614</guid>
		<description>The players that don&#039;t show up are frozen on the SK list. They don&#039;t move at all. The rest of the raid moves around them whether they&#039;re at the bottom or the top or anywhere else. This is the essence of SK in every variation. It&#039;s only the mods that vary, not the concept. And the ppl who save their high spot on the list only short change themselves. Either the loot goes to someone else who needs it or it gets de&#039;d. It&#039;s a minimal input system that works very well.</description>
		<content:encoded><![CDATA[<p>The players that don&#8217;t show up are frozen on the SK list. They don&#8217;t move at all. The rest of the raid moves around them whether they&#8217;re at the bottom or the top or anywhere else. This is the essence of SK in every variation. It&#8217;s only the mods that vary, not the concept. And the ppl who save their high spot on the list only short change themselves. Either the loot goes to someone else who needs it or it gets de&#8217;d. It&#8217;s a minimal input system that works very well.</p>
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		<title>By: Matticus</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-17600</link>
		<dc:creator>Matticus</dc:creator>
		<pubDate>Mon, 02 Feb 2009 21:16:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-17600</guid>
		<description>Bobert: Yeah, I figured that as much. I know there&#039;s a few variations of SK out there. So hopefully the guys at the bottom of the list can leapfrog the players that don&#039;t show up.</description>
		<content:encoded><![CDATA[<p>Bobert: Yeah, I figured that as much. I know there&#8217;s a few variations of SK out there. So hopefully the guys at the bottom of the list can leapfrog the players that don&#8217;t show up.</p>
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		<title>By: Bobert</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-17598</link>
		<dc:creator>Bobert</dc:creator>
		<pubDate>Mon, 02 Feb 2009 20:52:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-17598</guid>
		<description>I&#039;m uncertain if you understand how Suicide Kings actually works. When you bid and receive loot, you suicide, i.e. drop to the bottom of the list. The thing is, the players on the list but not in raid remain stationary on the list. So if you don&#039;t show up to raids, you cannot move up the list. There is no way to move up the list with out actually raiding. With regard to camping a high spot on the list, it happens but with responsive and responsible guild members, it&#039;s not much of an issue.</description>
		<content:encoded><![CDATA[<p>I&#8217;m uncertain if you understand how Suicide Kings actually works. When you bid and receive loot, you suicide, i.e. drop to the bottom of the list. The thing is, the players on the list but not in raid remain stationary on the list. So if you don&#8217;t show up to raids, you cannot move up the list. There is no way to move up the list with out actually raiding. With regard to camping a high spot on the list, it happens but with responsive and responsible guild members, it&#8217;s not much of an issue.</p>
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		<title>By: Ulv</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11765</link>
		<dc:creator>Ulv</dc:creator>
		<pubDate>Thu, 25 Sep 2008 13:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11765</guid>
		<description>Syd - you&#039;re right of course - it is indeed a system although very light-touch and very different to DKP or Loot Council.

Group consent is certainly something that works but only within parameters as we use and prioritise it - need vs greed, main vs off-spec.

I suspect that, with Wrath giving raid progression to 10-man theams, we will see other systems coming to the fore that wouldn&#039;t be suitable for 25+

I&#039;m also lucky in that I don&#039;t remember every being in a PUG with a Ninja and we haven&#039;t had that issue in guild.  Yet!</description>
		<content:encoded><![CDATA[<p>Syd &#8211; you&#8217;re right of course &#8211; it is indeed a system although very light-touch and very different to DKP or Loot Council.</p>
<p>Group consent is certainly something that works but only within parameters as we use and prioritise it &#8211; need vs greed, main vs off-spec.</p>
<p>I suspect that, with Wrath giving raid progression to 10-man theams, we will see other systems coming to the fore that wouldn&#8217;t be suitable for 25+</p>
<p>I&#8217;m also lucky in that I don&#8217;t remember every being in a PUG with a Ninja and we haven&#8217;t had that issue in guild.  Yet!</p>
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		<title>By: snostrebla</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11733</link>
		<dc:creator>snostrebla</dc:creator>
		<pubDate>Wed, 24 Sep 2008 18:14:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11733</guid>
		<description>And I forgot to add that consistancy is key.  Whatever loot system you choose, make sure that all appropriate &#039;laws&#039; involved with it are followed, otherwise respect for the system can break down, and create even more drama, and chagrine

snostreblas last blog post..&lt;a href=&quot;http://boomrequiem.blogspot.com/2008/09/fraps-isnt-all-fun-and-games.html&quot; rel=&quot;nofollow&quot;&gt;Fraps isn&#039;t all fun and games..&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>And I forgot to add that consistancy is key.  Whatever loot system you choose, make sure that all appropriate &#8216;laws&#8217; involved with it are followed, otherwise respect for the system can break down, and create even more drama, and chagrine</p>
<p>snostreblas last blog post..<a href="http://boomrequiem.blogspot.com/2008/09/fraps-isnt-all-fun-and-games.html" rel="nofollow">Fraps isn&#8217;t all fun and games..</a></p>
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		<title>By: snostrebla</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11732</link>
		<dc:creator>snostrebla</dc:creator>
		<pubDate>Wed, 24 Sep 2008 18:12:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11732</guid>
		<description>Ahh, nice post!

When we formed up our guild, we put a lot of thought into our loot system, and decided that dkp wasn&#039;t the way to go for us.

What we end up doing is whoever is there to help kill the boss gets to roll on whatever item they want, and as the GMship we reserve the right to push it to a loot council in the event that somebody makes a poor choice.   We&#039;ve only ever overturned one or two loot rolls that were either an offspec vs a mainspec where the offspec won, or someone rolling on a pattern they clearly couldn&#039;t use.

Most the time if we have say..two hunters rolling on something, or two shaman, the winner asks the other(s) what they are replacing with the item, and in many cases, the winner ends up passing to the next roller if their personal upgrade is more marginal.   

Its worked pretty well for us!   I love reading up about loot systems, they continually interest me, even if I don&#039;t participate in them.

There&#039;s definitely a lot of merits to DKP systems, as well as Loot councils for sure!  The point made in your nutshell summation is what it always ends up boiling down to.  When the Officers, or the Powers-that-be fail, the loot system will fail.

snostreblas last blog post..&lt;a href=&quot;http://boomrequiem.blogspot.com/2008/09/fraps-isnt-all-fun-and-games.html&quot; rel=&quot;nofollow&quot;&gt;Fraps isn&#039;t all fun and games..&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Ahh, nice post!</p>
<p>When we formed up our guild, we put a lot of thought into our loot system, and decided that dkp wasn&#8217;t the way to go for us.</p>
<p>What we end up doing is whoever is there to help kill the boss gets to roll on whatever item they want, and as the GMship we reserve the right to push it to a loot council in the event that somebody makes a poor choice.   We&#8217;ve only ever overturned one or two loot rolls that were either an offspec vs a mainspec where the offspec won, or someone rolling on a pattern they clearly couldn&#8217;t use.</p>
<p>Most the time if we have say..two hunters rolling on something, or two shaman, the winner asks the other(s) what they are replacing with the item, and in many cases, the winner ends up passing to the next roller if their personal upgrade is more marginal.   </p>
<p>Its worked pretty well for us!   I love reading up about loot systems, they continually interest me, even if I don&#8217;t participate in them.</p>
<p>There&#8217;s definitely a lot of merits to DKP systems, as well as Loot councils for sure!  The point made in your nutshell summation is what it always ends up boiling down to.  When the Officers, or the Powers-that-be fail, the loot system will fail.</p>
<p>snostreblas last blog post..<a href="http://boomrequiem.blogspot.com/2008/09/fraps-isnt-all-fun-and-games.html" rel="nofollow">Fraps isn&#8217;t all fun and games..</a></p>
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		<title>By: Sydera</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11731</link>
		<dc:creator>Sydera</dc:creator>
		<pubDate>Wed, 24 Sep 2008 17:04:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11731</guid>
		<description>@Apotygmaa--unfortunately, I haven&#039;t seen a better way of dealing with mixed runs (guild members and pickup players) than going off-system and doing random roll for that night. No one&#039;s happy about it in guild, but if you need help, that&#039;s the price everyone must pay.</description>
		<content:encoded><![CDATA[<p>@Apotygmaa&#8211;unfortunately, I haven&#8217;t seen a better way of dealing with mixed runs (guild members and pickup players) than going off-system and doing random roll for that night. No one&#8217;s happy about it in guild, but if you need help, that&#8217;s the price everyone must pay.</p>
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		<title>By: Sydera</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11730</link>
		<dc:creator>Sydera</dc:creator>
		<pubDate>Wed, 24 Sep 2008 17:01:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11730</guid>
		<description>To address Ulv&#039;s point: random roll, or need v. greed, are actually systems, but they won&#039;t work in pure form. Think about all those ninja looters from the pugs you&#039;ve done in the past...grrr.

You have to add other rules, like only roll on stuff for your class and spec, one item per night, pass to people who haven&#039;t gotten something for a while, etc. Then it&#039;s really not random roll is it? It&#039;s a conglomeration of idiosyncratic rules.

I prefer systems that have stated rules so that new players know what the guild culture is going in. I&#039;ve recruited a lot of players for a fairly large guild, and being clear about the loot policy is quite important in that context.

The other thing I dislike about random roll is the luck factor. Over time, two people who put in the same amount of participation may get significantly different amounts of gear because one is lucky and one is not. I just don&#039;t feel good about that.</description>
		<content:encoded><![CDATA[<p>To address Ulv&#8217;s point: random roll, or need v. greed, are actually systems, but they won&#8217;t work in pure form. Think about all those ninja looters from the pugs you&#8217;ve done in the past&#8230;grrr.</p>
<p>You have to add other rules, like only roll on stuff for your class and spec, one item per night, pass to people who haven&#8217;t gotten something for a while, etc. Then it&#8217;s really not random roll is it? It&#8217;s a conglomeration of idiosyncratic rules.</p>
<p>I prefer systems that have stated rules so that new players know what the guild culture is going in. I&#8217;ve recruited a lot of players for a fairly large guild, and being clear about the loot policy is quite important in that context.</p>
<p>The other thing I dislike about random roll is the luck factor. Over time, two people who put in the same amount of participation may get significantly different amounts of gear because one is lucky and one is not. I just don&#8217;t feel good about that.</p>
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		<title>By: Apoptygmaa</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11729</link>
		<dc:creator>Apoptygmaa</dc:creator>
		<pubDate>Wed, 24 Sep 2008 16:57:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11729</guid>
		<description>Once the Damnation Army was ready to begin raiding, I as the GM had to come up with a loot system, something we&#039;d not needed before and I had no experience with (I&#039;d never raided either- we&#039;re a town defense guild and only casually raid). 

I liked the simplicity of the DKP system as well as the control it left in the hands of each individual player, but also considered what I saw its potential shortcoming one evening when an announcement went out in /general from one of the higher-end raiding guilds of our server. They&#039;d lost someone in Hyjal and needed a spot replacement. The announcement said that the guild used a DKP system but the brave volunteer could &#039;begin to accrue points.&#039; 

That seemed a touch disingenuous to me, because I imagined that everyone else proabably had a sizable bankroll of DKP and the pugged player would only benefit from some sort of trickle-down wherein the rest of the raid passed on something. And in a guild-only run in a bind, when would the volunteer ever have a chance to run with them again?

So if the strong point of DKP is that it rewards continuing contributions towards the raid objective, it can also stifle reward accessibility by new people (pugged or inguild, either way) who might also want to contribute and whose participation might might the difference between a run and a reschedule. 

So I developed a system that was something of a compromise called &#039;Roll Points,&#039; which we as well as our allied raiding guild now both consistently employ. 

In short, for every boss you help down you get a &#039;roll point,&#039; which is tracked from raid to raid. Then, when loot drops, the loot master (typically me) will announce the first item and ask for &#039;bids&#039; (onspec first, then if no takers offspec). These are done in whisper, secret from everyone else, and they inform me how many points they would like to use on the item. 

Once all such bids have been taken, I&#039;ll announce who is bidding and how many roll points they&#039;ve bid. Each bidder then /rolls once for each roll point they spent, and the item goes to the highest roller. All other points are lost. 

This element of chance defines the system. While it rewards the dedicated raider (who will have more points to bid overall), it gives the new member a shot at getting the drop as well, even if they only have one roll point to their name (from the boss we just killed together). This keeps them engaged instead of tuning out and hoping nobody else wants it. Both players have their efforts rewarded. 

Sure it can have some heartbreaking results (last week I lost with a string of horrid rolls after bidding seven points to the other priest&#039;s three), but while it&#039;s taken a little time getting used to, across two guilds we feel its the fairest way given our circumstances (and in the name of fairness and transparency, when an item drops that I am to bid on, I&#039;ll whisper a member of the other guild in the run and tell them how many points I intend to bid before calling for everyone else&#039;s whispers).

Should we progress past Kara we may tinker with how many roll points more advanced bosses will yield, but for now it works great!</description>
		<content:encoded><![CDATA[<p>Once the Damnation Army was ready to begin raiding, I as the GM had to come up with a loot system, something we&#8217;d not needed before and I had no experience with (I&#8217;d never raided either- we&#8217;re a town defense guild and only casually raid). </p>
<p>I liked the simplicity of the DKP system as well as the control it left in the hands of each individual player, but also considered what I saw its potential shortcoming one evening when an announcement went out in /general from one of the higher-end raiding guilds of our server. They&#8217;d lost someone in Hyjal and needed a spot replacement. The announcement said that the guild used a DKP system but the brave volunteer could &#8216;begin to accrue points.&#8217; </p>
<p>That seemed a touch disingenuous to me, because I imagined that everyone else proabably had a sizable bankroll of DKP and the pugged player would only benefit from some sort of trickle-down wherein the rest of the raid passed on something. And in a guild-only run in a bind, when would the volunteer ever have a chance to run with them again?</p>
<p>So if the strong point of DKP is that it rewards continuing contributions towards the raid objective, it can also stifle reward accessibility by new people (pugged or inguild, either way) who might also want to contribute and whose participation might might the difference between a run and a reschedule. </p>
<p>So I developed a system that was something of a compromise called &#8216;Roll Points,&#8217; which we as well as our allied raiding guild now both consistently employ. </p>
<p>In short, for every boss you help down you get a &#8216;roll point,&#8217; which is tracked from raid to raid. Then, when loot drops, the loot master (typically me) will announce the first item and ask for &#8216;bids&#8217; (onspec first, then if no takers offspec). These are done in whisper, secret from everyone else, and they inform me how many points they would like to use on the item. </p>
<p>Once all such bids have been taken, I&#8217;ll announce who is bidding and how many roll points they&#8217;ve bid. Each bidder then /rolls once for each roll point they spent, and the item goes to the highest roller. All other points are lost. </p>
<p>This element of chance defines the system. While it rewards the dedicated raider (who will have more points to bid overall), it gives the new member a shot at getting the drop as well, even if they only have one roll point to their name (from the boss we just killed together). This keeps them engaged instead of tuning out and hoping nobody else wants it. Both players have their efforts rewarded. </p>
<p>Sure it can have some heartbreaking results (last week I lost with a string of horrid rolls after bidding seven points to the other priest&#8217;s three), but while it&#8217;s taken a little time getting used to, across two guilds we feel its the fairest way given our circumstances (and in the name of fairness and transparency, when an item drops that I am to bid on, I&#8217;ll whisper a member of the other guild in the run and tell them how many points I intend to bid before calling for everyone else&#8217;s whispers).</p>
<p>Should we progress past Kara we may tinker with how many roll points more advanced bosses will yield, but for now it works great!</p>
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		<title>By: AltoholicsAreUs</title>
		<link>http://www.worldofmatticus.com/2008/09/24/build-your-own-guild-part-3-the-dreaded-loot-question/comment-page-1/#comment-11728</link>
		<dc:creator>AltoholicsAreUs</dc:creator>
		<pubDate>Wed, 24 Sep 2008 16:27:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.worldofmatticus.com/?p=1990#comment-11728</guid>
		<description>Nice post, I just wanted to add that I used Sucicide Kings for the guild I ran. To prevent the hording issue of loot we added a pass three times and lose your spot clause. If three upgrades came your way and you passed them down, you would lose your top spot. However, even without it, if the top guy passed it down, other people had fair crack at it anyways. In all reality holding a spot didn&#039;t do much for you if you were passing everything down. But I could see the problem if it were say a rogue holding out for some wargraives. That&#039;s why we added the three strikes you&#039;re out thing. Just thought I&#039;d throw that out there.</description>
		<content:encoded><![CDATA[<p>Nice post, I just wanted to add that I used Sucicide Kings for the guild I ran. To prevent the hording issue of loot we added a pass three times and lose your spot clause. If three upgrades came your way and you passed them down, you would lose your top spot. However, even without it, if the top guy passed it down, other people had fair crack at it anyways. In all reality holding a spot didn&#8217;t do much for you if you were passing everything down. But I could see the problem if it were say a rogue holding out for some wargraives. That&#8217;s why we added the three strikes you&#8217;re out thing. Just thought I&#8217;d throw that out there.</p>
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