serpentius said:
Will do, its 20 maps not 12 but I still get your point. We have about 20 more so hopefully we don't get the same results.
I assumed you exagerrated a few times. Not because of any assumption of dishonesty -- but rather because people's memories are sneaky and exagerrate on them. =)
The point is, getting a rash of bad luck (in the form of too many spells from one class) is just a property of "historyless" random numbers.
To avoid bad-luck streaks, they'd have to keep track of history, such as avoiding giving you rewards that you have gotten in the past. This leads to incentives for really strange player behaviour, however.
Another way of dealing with the "bad luck effect" is to smooth things out. For example, NPCs could drop spell scroll components instead of spells.
For 60 spells:
3 types of component. "Ink" "Quill" and "Paper".
4 kinds of Paper, 3 kinds of Quills and 5 kinds of Ink.
Each set of {Paper,Quill,Ink} makes a particular spell. Ideally spells for each class should be uniformly spread out. (ie, there shouldn't be clumping of mage spells around one particular Quill.)
An NPC instead of dropping a spell drops the {Paper,Quill,Ink} that make that spell. Well, actually, if an NPC is dropping a uniform selection of spells, it can just drop one random Paper, one random Quill and one random Ink.
This system wouldn't add any more spells to the game, but it would make it easier for someone to make the particular spell they want. (well, also harder -- because they'll have to find out what the ingredients to their spell are)
/shrug.