Quick answer: Express each reward's chance as its weight over the summed total, recompute the sum after any edit, and verify the realized distribution against the intended odds.
After bumping a few reward weights, players may suddenly see far fewer rare payouts than your design intended. Treating drop chance as weight-over-total and re-summing on every edit fixes the skew. Here is how.
How to fix it
1. Compute probability from the live sum
A reward's chance is its weight divided by the current total of all weights. Never hardcode a percentage that a later weight edit will silently invalidate.
2. Renormalize after edits
Whenever weights change, recompute the total before rolling, so adding a heavy common entry does not implicitly crush the rare ones.
3. Separate tier roll from item roll
Roll the rarity tier first against tier weights, then pick within the tier, so common-item count does not dilute rare-tier odds.
4. Validate the realized distribution
Roll the table tens of thousands of times in a test and assert each tier's observed frequency matches its intended probability within tolerance.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.