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{{quote|"''How fortuitous! Evil doom-chicken #3 (second from the left, but otherwise indistinguishable from doom-chickens #1, 2, and 4) had a Great Big Nasty Sword of Serious Hurtfulness + 5. Funny, I didn't notice that sword anywhere on its feathery person while it was still alive. If it was so heavily armed, why didn't it use it in the fight?''"|'''Ernest Adams''', [http://www.designersnotebook.com/Columns/044_Bad_Game_Designer_3/swords044_bad_game_designer_3.htm Gamasutra.com]}}
 
A gameplay mechanic used principally to give a sense of reward to the players by assigning enemies a list of items you might gain if you defeat them. These items are called "drops" because the foe drops them when they die, and there's a probability table assigned to each item the enemy can drop--"Okay, 30% of the time you get a Potion, 5% you get a Red Shield, and 3% you get Cod Liver Oil"--which—which is where the "random" comes in.
 
If a drop is especially rare, it goes under the [[Sub-Trope]] [[Rare Random Drop]].
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* The ''[[Castlevania]]'' series has a lot of examples:
** ''[[Castlevania: Curse of Darkness]]'' has any number of items that only very rarely drop from enemies. This is the ''only'' way to acquire many of the materials needed to make weapons and armor. However, most of the materials can be stolen from ''other'' enemies, so it's not quite so bad. That being said, since stealing in this game works by locking onto an enemy and then pressing a button when they do a specific action that leaves them open for stealing, some of the items can be even more of a pain in the ass if you can only steal their item with a ridiculously good timing, using obscure gimmicks or avoiding a hard-to-dodge attack with perfect timing and be positioned correctly right afterwards.
** ''[[Castlevania: Circle of the Moon]]'' was particularly egregious in two respects. There is an item that increases the rate of random drops, but this item was also a random drop. There's also a spell that boosts your luck (and thus increasing your odds of getting a random drop), but to get the materials for the spell you needed '''two''' random drops (although the odds of getting those drops was much more realistic--norealistic—no worse than a 10% chance). Remember too, in this game there is no other way to get ''any'' items other than through random drops. Even the most basic Potion is a rare drop from just a handful of enemies. The people who made this game hate you and your family.
** ''Castlevania: [[Dawn of Sorrow]]'' takes random drops to new extremes, with most weapons coming from randomly dropped souls... and the soul that increases Luck having 9 levels, so you need to get the soul 9 times. However, this particular iteration is not at all bad, as the creatures that drop the Luck increasing souls are plentiful, easy to kill, and drop the soul quite frequently (it's a two-star drop).
** Similarly, in ''[[Order of Ecclesia]]'', enemies can drop money, materials used in side quests and Glyphs, ''OoE'''s equivalent of Souls. Enemies also cast glyphs, which means that you'll have to absorb them quickly while the enemy is preparing the attack. On the plus side, absorbing the glyph ''stops'' the attack, gives you five hearts, and briefly stuns the enemy.
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* In ''[[Super Smash Bros.]]. Melee'', there is a 1 in 151 chance of getting Mew from a Poké Ball, and a 1 in 251 chance of getting Celebi. Disappointingly, they only appear and fly away, but reward you with a lot of points, and an alert after the match is done telling that you met them for the first time.
** This also happens in ''[[Super Smash Bros.]]. Brawl'', but with severely decreased chances of getting any legendary Pokémon at all. This being the case, however, most legendary Pokémon are much more lethal; Mew drops CDs, Celebi drops trophies, and Jirachi (who wasn't in ''Melee'') drops a ton of stickers.
** For all those die-hard completionists, Brawl's Subspace Emissary will be HELL. To get [[One Hundred Percent Completion|all the trophies in Brawl]], you have to play Subspace Emissary, and have a trophy stand randomly drop during all the [[Boss Battle|Boss Battles]]s. When it comes to Meta-Ridley, it's incredibly frustrating - not only is there a ''time limit'' on the battle, but unless you have ABSOLUTELY PERFECT timing, the trophy will most likely drop into a bottomless pit if you're not fast enough. Luckily, trophy stands appear much faster in this battle.
* The ''[[Tekken]] 6'' Scenarion Campaign has this with clothing items. While you'd pretty much always get at least one item per stage, the effects they give off and how powerful those effects are is also random, so getting something useful was even less likely to happen than in most games with [[Randomly Drops]].
 
 
== Driving Game ==
* A rare racing game case, the third [[Gran Turismo]] game has a prize system in which, starting with the late game beginner races, there are four cars that you can win. Too bad you can only win one of them--verythem—very frustrating since the endurance races are long as hell, you can't save in the middle of them, and there's a good chance that you'll get stuck with a crappy Renault instead of that [[Game Breaker]] F686/M.
 
 
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* ''[[Borderlands]]'' is the [[FPS]] equivalent of this (its initial pitch: "[[X Meets Y|Halo meets Diablo]]"). It, too, has a list of super-rare ([[DLC]]-exclusive) weapons known as "Pearlescents". These [[Infinity+1 Sword|super-strong]] firearms drop at a rate of 1 for every 60 orange (the previous highest-level category) items. Of course, they're a ''little'' more prevalent than you might think, thanks to a [[Good Bad Bug|multiplayer glitch]] that allows for easy item duplication.
* ''[[STALKER|S.T.A.L.K.E.R.]]'' does this in a really silly fashion, sending you to collect the Eye of a Fleshie or Foot of a Snork. Which makes no sense--whysense—why fight potentially dozens of them for a single item to drop rather that just using your knife to cut off the body part from the first one you killed? What, did it take several tries to get it right?
* The folks at Valve have decided to throw the unlockable weapons of ''[[Team Fortress 2]]'' into this category with rates based on time played, and made the achievements "useless" (weapon drops were previously linked to class-specific achievement milestones). The first day had absolutely horrendous drop rates, and most of the time it was weapons you already had, so [[Sarcasm Mode|you can imagine how fun that was]]. It's since gotten slowly but surely a lot better:
** Right before the system was implemented, two of the nine classes had just been provided with unlockable weapons, meaning players had six new toys to earn (three each) and zero ways in which to earn them. The system was so hopelessly broken that Valve has since brought back the achievements, then later revamped the drop rate entirely. Currently, the drop rate is one item every 25 minutes minimum, 75 minutes maximum, which is much more reasonable.
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** It doesn't help that they randomize the drop rate at least once a week so you can't even figure out what the drop rates are.
** Worst of all is Nexon's recent "solution" to the botting problem that has plagued the game for years. Rather than implement ways to prevent such cheating, EXP and droprate is based off of character level, making it impossible for high-level characters to obtain items from low-level monsters.
* Several dungeons in ''[[World of Warcraft]]'' include rare magic items with drop rates of under 0.01%. One instance, Shadowfang Keep, includes a set of items that possess a drop rate of roughly 1-in-''7000''. Previously Baron Riverdare's Deathcharger, an epic mount, was an example, but the drop rate for it was raised to 1% in the 3.0.2 update, also considering you can easily solo the Stratholme instance with a level 80 or even 70 character. Still, quite some work for some [[Bragging Rights Reward]]--and—and Blizzard loves doing that, especially for mounts. Sabertooth mount anyone?
** Of course, there are also the "world drops"--rare—rare items which have a very small chance of dropping from ANY monster of the given level range. Acquiring them comes down to pure luck. Or having a ton of money to spend on the AH.
** In Wrath of the Lich King, high level leatherworkers need Arctic Fur in quantity both for buying and for making high-end patterns. Arctic Fur is randomly skinnable from any skinnable Northrend mob, with a drop rate more normally associated with the above-mentioned "world drops." Many patterns require more than two.
** There are also some items that are easy to get but useless unless you get the correct version. What is essentially one item can have about 12 different sets of stats.
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* Beaten to death in ''[[Anarchy Online]]'', an [[MMORPG]] where you will find that some of the most powerful and sought after items in the whole game (and since this game deals also in quality levels per any given item, in that as well) are so rare, they could be the poster child for this trope. The number of times that one specific item, the Sparkling Scimitar of Spetses (a stupidly rare item dropping from a semi-boss from the 2nd hardest area in the known game) is so ridiculously rare that it is counted among the forums. The numbers are kept as to which dimension (of the 3 this game has) has dropped how many... at last count, it was STILL IN THE SINGLE DIGITS for dropping after at least 3-4 (maybe longer) years of play in the game that allowed the zone. Though if you want similar horror stories, ask hardened, end-game players about the Spirit Shroud, anything regarding Alien boss drops, or really anything valuable in the game in question. As a result of this, of course, [[Adam Smith Hates Your Guts]].
* ''[[Kingdom of Loathing]]'' uses this extensively. Also, certain quests require you to get items from standard enemies, which will never drop those items until you get the quest. The dread of this class of random drop is mitigated by the ability to buy some of them. But by no means all. This has been justified by the creator as "you did not know it was important so you didn't pick it up" which, considering the item is a {{spoiler|twig}} is believable.
** And let's not forget the game's "ultra-rares"--the—the player base STILL isn't sure how it works. The game's fansite says your best bet for getting, say, a 17-ball (erases your [[Elemental Rock-Paper-Scissors]] worries) is to save your money.
** Then again, the game also lets you play with the drop percentages. It's not much, but the game's guides do show how to maximise item drops.
** Most of the very-rare drops in ''Kingdom of Loathing'' are just icing on the cake for most players, which is helpful; most of the best equipment in the game is acquirable by playing through a "hardcore" ascension. A few rare random drops usually become the purview of [[Speed Run]] players who use them to shave a few more turns off of their ''next'' game.
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*** And finally, by crewing with someone radically more powerful you actually hurt your drop rate by a significant amount. Trust me, [[Surprise Difficulty|this game is harder than it looks.]]
** On the main site itself, there's Chance Items that, when opened, can net the user anywhere from cheap commons to rare, exclusive items that usually go for millions on the market. The rarest of these items is almost always a cute animal companion for your avatar.
* ''[[City of Heroes]]'' cheerfully chucks all this out the window--prettywindow—pretty much any enemy that gives you experience points also has a chance of dropping pretty much any loot (within certain confines--mostlyconfines—mostly level ranges and loot types, neither of which prevents them dropping the 'good stuff'), although more difficult enemies have a slightly higher chance of dropping higher-quality whatevers.
** Still counts though, as it has Purple Recipes. These only drop from enemies around 50 (the cap), getting one your character has any use for is another thing entirely, and getting the one you actually want quite the exercise in patience. Thankfully with so many players and a Market, the one you want is usually for sale, and although it'll likely be pretty expensive, the Purple that was trash to you might be a treasure to another.
* ''[[Ace Online]]'' goes almost into orbit with this trope: In addition to a normal Item drop table, rarely-spawning gold-named mobs have a supplementary Gold Mob Drops table, and Boss Mobs have ''their own'' Boss Drops table. The latter two are '''not''' affected by the regular item drop bonus given by regular Happy Hours (but are affected by Nation's Growth and Mothership Victory happy hours).
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*** 3. Combine the two items, ''which has a 50% chance of failing''. If you fail, both items are, yep, [[Lost Forever]].
*** 0. The zeroth prerequisite to these is that you must be above a certain level to equip this in the first place.
** The Episode 3 Part 1 however, makes it somewhat easier; there're three bosses in Pandea Maps that can drop any one of the unfinished boss armor. The corresponding item has the same quirk. There's only one slight problem; the entire Pandea maps are [[Scrappy Level|Scrappy Levels]]s made of [[Everything Trying to Kill You|aggro, aggro]], and... [[Serial Escalation|more aggro]]. [[Department of Redundancy Department|And more aggro]].
* Even kid-friendly MMORPGS like ''[[Toontown Online]]'' have this. Many "Toontasks" (quests) have you go fight certain kinds or levels of Cogs (the main antagonists) to get certain items. Even worse is if the type of Cog that drops it is found exclusively in one of the * shudder* Cog Headquarters. Here, it's downright evil because you only get items and experience points that you earned at the ''end'' of a boss fight. Including defeating the [[Big Bad]] after destroying all his [[Mecha-Mooks]] (Technically, they're ''all'' Mecha Mooks.) If your connection drops out, or you lose all your Laff Points (hit points), you don't get '''''anything'''''. And if you failed by droping to 0 LP, you lost all your gags (weapons) as well. Horrifying if you had just earned a Level 7 Gag (which you can't buy; after you max a type of gag, you get one every 500 EXP). Some tasks are more benevolent versions of this trope, only making you go fishing (yes, fishing) at a pond in a certain area to get X number of whatever item was requested. (The game gets really mean by coupling this with other sub-tasks, mostly involving the meaner example of this trope. No more Cashbot Mint fights, please...)
* Almost every monster in ''[[Runescape]]'' has random drops on death, even those with 100% guaranteed drops (which are usually some variant of bones or ash). This is usually coins (or equivalent local currency), but a large number of monsters have access to the Rare Drop Table, which has more valuable drops on it. There are also monsters that can drop a nice [[Rare Random Drop]].
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== Role Playing Game ==
 
* ''[[Final Fantasy IV]]''. Pink Tails. They are held by one enemy, found in one room, with approximately a 1-in-64 chance of encountering it ''and'' a 1-in-64 chance of dropping the proper loot once defeated -- anddefeated—and that's the only way to get the best armor in the game. For those of you who didn't study math, that's a whopping 1-in-4096 chance per encounter. This is ameliorated somewhat if you've accumulated a stockpile of Alarm items, which trigger encounters; in the room in question, they trigger an encounter with these particular monsters. This is made worse in the DS remake since the newly added optional bosses are impossible/near impossible without said armor... on all party members. Also in the DS version are Rainbow Puddings. Some people have attempted three days with none of it dropping... and some people get tons of pudding without even trying.
** Additional...fun in relation to pink tails. The only way to find the monsters that drop it in the DS remake is to use an Alarm item. Otherwise the room is completely clear of random encounters. So, at least now you have a 100% chance of encountering the enemy, right? Well, you now have a 1/64 chance of the Princess Flan dropping any item AT ALL, and a 1/64 chance of it being a Pink Tail. So the odds are the same (1/4096). But you can only hold 99 Alarms at a time, and each time you need more you have to trek ALL THE WAY OUT of the dungeon (or teleport), use your airship to reach the one shop in the game that sells them, and then walk all the way back to that one room. Remember, every 100 encounters, you have to spend 10ish minutes walking, even with the teleport and no random encounters. And the chance is 1/4096. Have fun spending on average 6.5 ''HOURS'' walking back and forth per tail. If you don't teleport, or run into lots of encounters, expect 13 or more hours just walking. And that's not even taking the fight with the flans into account.
* Its sequel, ''[[Final Fantasy IV: The After Years]]'', seemed to be guilty of the above as well, but then it was discovered that thanks to its cellphone roots, its RNG is comparable in ''[[Golden Sun]]'' in its simplicity and people have already found methods to get pretty much any and all 1/256 items every time. There's also items that increase the droprate normally, and change that drop to the next item on the rarity list. Due to the way this works, you'll be seeing a lot of supposedly rare items and zero common ones just by playing the game normally with the best items of each category equipped.
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** Don't forget the Pokérus! It behaves like a virus (once your leading Pokémon has it, it can easily infest everyone else in your party, etc.) but its effects are very beneficial. Without getting into stupidly hardcore hidden values in the game's deep arcane math algorithms, suffice it to say that you want the Pokérus. Too bad that any random encounter you finish has a '''1 in 21,845''' chance of giving it to you (in Gold and Silver). Luckily you don't have to ''catch'' it for it to spread, just battle. More luckily, now that you can trade online, it's very easy to achieve as you only need one and you're set for life.
** The enigmatic Mirage Island of Ruby/Sapphire/Emerald! Every day a number between 0 and 65535 is generated. In order to access the island, you have to have a Pokémon in your party with a personality value that matches the number of the day. Did we mention that the Personality Value of a Pokémon can be anywhere from 0 to 4,294,967,295? The only thing worthwhile about Mirage Island is a particularly rare berry tree.
** Oh, and then there's Pickup, the ability to add even more random drops in your life. Basically, there's a 10% chance that a Pokemon with the ability gets an item after a battle. In Gen. III (the first games where Pokémon can have abilities), it always culled from the same list--resultinglist—resulting in a [[Disc One Nuke]] if you got one of the more rare items early (like a Nugget or a [[Rare Candy]]). Later games balanced it to make the list level-dependent, removing the [[Disc One Nuke]] status but adding a reason to [[Level Grinding|level grind]] fairly weak 'mons. The potential rewards? Greater chances at getting a [[Rare Candy]], some otherwise-rare evolution items, and the rare chance at acquiring items otherwise [[Too Awesome to Use]]. Plus, you always have the chance to get the item--sureitem—sure, the odds are astronomical, but there's the chance your level 100 Ambipom can find five Earthquake TMs. In a row, even.
** Thanks to the addition of natures, getting the best possible specimen can turn into this. There are 25 different natures, so that's already a 1-in-25 chance of trying to get the one you want. Then there are Individual Values, which can range from 0 to 31. Rerolling these to get decent values makes the odds even worse. If you want to get perfect IVs, the best way would be breeding. In the best case, two IVs would be randomly generated, and the odds of getting a perfect value on those would be 1 in 1,024, which combined with getting the nature you want would be 1 in 25,600. Good luck if you're trying to get them with a wild 'mon.
* In ''[[Wizardry]] 8'' enemy drops and chest contents are determined when loading an area. So after a 15-minute fight, if the monster doesn't drop [[Infinity+1 Sword|Excalibur]], you can't just reload and fight again. You have to reload from before you entered the area, then make it all the way back to the monster, ''then'' fight it again.
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* Averted in ''[[Shadow Hearts]]'', where enemies simply don't have rare or valuable items to drop. This has the interesting side effect of averting [[Money for Nothing]] - since you aren't going to get much out of the enemies ''but'' money, shops and the items within become more important.
* ''[[The World Ends With You]]'' seems to be initially guilty of this, and the game blatantly taunts you with drop rates that ultimately go as low as 1/30th of a percent. However, this doesn't matter much as you can initially increase the drop rate by as many times as your current level in exchange for a lowered maximum HP (i.e. your current level is currently 30, you can drop it to 1 to multiply all drop rates by 30), then further increase it by chaining together battles and multiply it with the number of battles you chain in exchange for increasing enemy stats for each successive battle. As if that wasn't enough, there's also [[Rare Candy|expensive and relatively hard to get food items you can consume to permanently increase your base drop rate by 1 or 3]]. Thus, in the end it's not as much of a question of lucking out with ridiculously small odds as it is a question of being able to win a battle with odds heavily stacked against you, which is far more acceptable.
** Not ''that'' heavily stacked, though -- bythough—by the time the rarest drops become available, you're going to be at a high enough level that losing 20 or 30 levels doesn't hurt that much, even on Ultimate difficulty. At that point, chaining five or six battles (which doesn't increase enemy stats that much) will give you a good chance of obtaining even the rarest items.
** If you're planning on time-attacking, raising your base drop rate is [[Blessed with Suck|a very bad idea]]; instead of finishing the battle once you deplete the enemy's HP, you have to wait for your dropped items to spiral around your characters and get collected.
* While not technically drops, ''[[Yume Nikki]]'' has random events throughout the game with varying percentages of encountering. In the case of the [[Nightmare Fuel|infamous]] Uboa event, the randomness of it actually heightens the suspense and makes it more terrifying when it appears.
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** This is especially annoying in ''Battle Network 4'', where you're forced to bump up the difficulty level which in turn levels up the enemies. Good luck getting the Level 2 Chips once you hit difficulty level 3, they're reduced to rare encounters and only in one or two locations.
** And then there's the Battle Mystery Data, items that appear on one panel and have 1 HP, and it must survive to get the item. Most of the time, these are placed in such a way that you must risk either the data or damage to make sure it survives. Then there's ShadeMan Omega's EvilChip, which can get randomly destroyed if the bat he turns into after any 10 HP or higher attack goes in that row - or you destroy it with a missed shot. At least LaserMan Omega keeps his attacks toward you.
** And in ''[[Mega Man Star Force|Mega Man Star Force 3]]'', there's "Illegal Data Aquisition". Overkilling random enemies or attacking bosses with a specific subset of cards (Non-elemental, non-time-freezing) and then not shifting into your super form will allow you to receive a random drop after battle. And it really is random. You could get almost any standard card in the game, or a bug frag for trading; but most importantly you can get Illegal Cards that are unobtainable every other way in the game. And there's more illegal cards than there are normal battle cards! The ''smallest'' pool of random drops for any enemy in the game, however, goes to the already stupidly rare and powerful v5 [[Bonus Boss|Bonus Bosses]]es, and that's roughly 30 possible drops; most enemies in the game can drop upwards of 80 different battle cards via IDA, so getting what you want can be ''extremely'' frustrating, nevermind that most of the ones you do want, you'll want ''5'' of!
* Refreshingly averted in ''[[Gothic]]''. If the player kills a wolf, and he has the 'skin wolf' skill, ''he will skin that wolf''. Of course, this doesn't stop people wondering exactly how much skill it would take to pull the wings off a giant mosquito, or why wolves only seem to have four claws, total.
* In addition to randomly dropped items, ''[[Valkyrie Profile: Silmeria]]'' has randomly dropped party members; when you recruit an einherjar, unless it is plot-critical, the game will pick one at random from a list, usually 2-3 possible characters to a recruiting item. Highly annoying if you want to get specific spells.
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* ''[[Raidou Kuzunoha VS King Abaddon]]'' features Ukemochi liver, a useless item that's necessary for exactly one sidequest, which in turn is necessary for [[One Hundred Percent Completion]]. The only way you can get it is by donating money to a shrine, at 300 yen a pop, for a roughly 1/256 chance of getting it. Cue an hour and a half of standing there throwing money at the shrine hoping to get it.
* ''[[Suikoden II]]'' has this with the upgraded forms of Fire (Rage) and Lightning (Thunder) Runes. If you wanted more than one you could freely attach (and you did, as they were useful in many ways), you had to hope for a drop from specific enemies near the endgame.
** Triple-whammy of random drops in its predecessor, though--thethough—the original ''[[Suikoden]]''. First, as in Suiko2, the upgraded elemental runes (Rage, Flowing, Thunder, Cyclone, and Mother Earth) are rare random drops from specific enemies in the endgame, and just like in Suiko2, they are useful and you want them. Secondly, most of the best armor and accessories in the game are random drops that cannot be bought in any store--itstore—it's bad enough trying to equip a single six-person party for taking out the [[Final Boss]], God save the poor bastard who wants to outfit his ''entire army''. Thirdly, those of the [[Rare Candy|Rune Piece stat-boosters]] that aren't in limited quantity throughout the game are random drops from various enemies. So, if you want to do something about, say, [[Mighty Glacier|Pesmerga]]'s lead foot, get ready to farm like you've never farmed before--becausebefore—because, you see, the best part has been left for last: The odds of a monster dropping any item after combat in ''Suikoden'' are generally abysmally low, but everything described above--runesabove—runes, equipment, rune pieces--haspieces—has drop rates starting at around 1.5%, and going as low as a quarter of a single percentage point. Hope you didn't have anything better to do with your day.
* Monsters in ''[[Shining in the Darkness]]'', although using the confusion spell "Muddle" can also make them give you their items.
* In the ''[[Etrian Odyssey]]'' series, monsters [[Money Spider|don't drop money]] -- you—you get raw materials from their corpses, which you can then sell back to the local shops both for cash and to help create even better weapons, armor and other supplies. This is your primary source of income. However, monsters don't always leave things behind, and many monsters also have Conditional Drops, which require you to [[Exactly What It Says on the Tin|meet certain conditions to trigger]], like defeating it in a single turn or finishing it off with a certain element/status effect. Even if you meet the conditions, they ''still'' don't always drop, unless it's a boss... and many times, getting a boss to drop their special item also blocks the ''regular'' drop.
** The third game, ''The Drowned City'', has an [[NPC]] who frequents the local bar called Scavenger Toma. His whole purpose is to [[Guide Dang It|tell players how to meet most of these conditions]], all for the low-low price of a drink or two.
* ''[[Opoona]]'' has many monsters with rare drops attached to them. Some of these are equipment, which is expected. A few drop stat-boosting items. However, some of them drop items necessary for sidequests, and the ''only'' way to get said items is by beating up monsters until you get lucky. Having the sidequest does not, sadly, make said drops more common.
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* ''[[Minecraft]]'' has mobs drop their materials and other items at a random rate when killed. Sometimes you can get a handful of the items and other times mobs drop nothing. A few mobs after an update were given rare drops where they can drop better items like weapons and raw materials.
 
=== Non-video game examples: ===
 
== Web Comics ==
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== Real Life ==
 
* Sweepstakes where prizes are won by collecting a specific set of game pieces--forpieces—for example, McDonald's Monopoly or Subway's Scrabble games. One of the pieces in each set is rare: the amount of those pieces are equal to the amount of prizes available for that set. The other pieces are common, so you are enticed to keep playing the game to find the rare piece. The rules usually list the odds of winning the prize, which is also the odds of a given game piece being the rare piece for that set.
** In the Scrabble variation, it's easy figuring out which letter is the rare to win which prize: just look for a letter that occurs ONCE in a given prize's name and doesn't occur in any other prize names. If you live in french Canada where the contests runs in english AND french, then the SAME rare letter must fulfill both conditions in TWO languages. Fun time being the guy who has to figure how to prevent the game from being [[Unwinnable By Mistake]] while simultaneously avoiding giving out half a million cars.
* Three words: [[Trading Card Game]]. Or [[Collectible Card Game]]. Whichever you prefer.
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