01 / OVERVIEW
Who decides who gets the loot?
These models describe agreed group rules, not four matching buttons in the Forever client. Actual distribution must work within the available loot and trading functions. Examples and assessments are editorial; they are not fixed server prices or compulsory guild rules.
| System | Decision | Main strength | Typical drawback |
|---|---|---|---|
| Need / Greed / Pass | Priority + chance | Low overhead | Unlucky streaks |
| Soft reserve / SR | Prior choice + roll | Specific wishes | Contested reserves |
| DKP – Dragon Kill Points | Internal points | Participation over time | Balances & administration |
| Loot council | Known criteria | Shared goals | Trust in decision-makers |
02 / LOOT
Need / Greed / Pass
In the basic model, Need rolls outrank Greed rolls. The highest roll within the same category wins; passing gives up the claim. Need indicates an equipment need, while Greed can indicate interest in sale value. The buttons and restrictions offered by a game version are a separate matter.[1]
Example
A healing ring drops. Anna rolls Need 12, Ben Need 47 and Cem Greed 99. Ben wins: Need outranks Greed even though Cem rolled higher. If everyone selects Greed, the highest Greed roll wins.
Advantages
Easy to explain, little administration and equal roll chances within a priority category. Useful for short dungeon groups and straightforward sessions.
Drawbacks
Luck does not balance out each evening. One player may win several items while another gets nothing for a long time. Disagreement over who genuinely needs an item causes conflict.
Agree beforehand
Agree beforehand whether main spec takes priority over off spec (MS > OS), how recipes and tradable items are treated, and how ties are resolved. A social MS/OS agreement is not automatically enforced by a roll button.
03 / LOOT
Soft reserve / SR
Before the raid, each player declares an agreed number of desired items. In the model used here, reservers have priority; multiple reservers roll against one another. Unreserved loot follows the remaining group rules. Reserve counts, duplicates and class restrictions can vary.[3]
Example
Lena and Jonas reserve the same staff. It drops; Lena rolls 61 and Jonas 82, so Jonas wins. A non-reserver rolling 94 does not outrank them. If the staff never drops, the reservation alone does not entitle anyone to a replacement item.
Advantages
Goals and competition can be visible in advance. Players without a long guild history can participate. The group can plan around desired loot.
Drawbacks
Popular items remain contested; a reserve guarantees neither a drop nor a win. Late changes and unclear exceptions can undermine the planning.
Agree beforehand
Lock the list before the first pull, specify reserves per player and category, and define unreserved loot and duplicate drops. A soft reserve gives priority under the agreed process; a hard reserve assigns exclusive entitlement in advance.
04 / LOOT
DKP – Dragon Kill Points
The group awards internal points for agreed contributions such as attendance or bosses. Items cost points, using fixed prices or bidding depending on the model. Variants may use decay, caps or starting balances; none is mandatory. DKP here is internal accounting, not gold currency.[4]
Example
Mira has 60 DKP and Noah 50. Under a bidding model, Mira bids 35 and Noah 30 for an item. Mira wins and has 25 DKP left; Noah keeps his 50. Both may earn new points next raid night under the agreed rules.
Advantages
Repeated participation matters across multiple sessions. Visible balances make decisions traceable, and players can save for desired items.
Drawbacks
New members can fall behind established balances. Hoarding can delay useful upgrades. Maintenance, corrections and disputes over awards take time.
Agree beforehand
Publish earning rules, bid format, costs, tie-breaking, standby credit, absence rules and any decay beforehand. A correction log prevents unexplained balance changes.
05 / LOOT
Loot council
A named panel evaluates candidates under known criteria. It may consider upgrade size, role needs and previous loot. Votes and decisions can be recorded; no point balance is required. The group defines the criteria, not the system’s name.[5]
Example
A trinket is a large upgrade for one healer and a small upgrade for another. Applying its published criteria, a three-person council votes 2–1 for the first healer and records the reason. Another group could decide differently under clearly stated role priorities.
Advantages
The group can address specific bottlenecks and shared progression. Members without saved points can still receive important upgrades.
Drawbacks
Subjective weighting can create distrust or real favouritism. Preparation and explanations take time. A council without reviewable criteria can feel arbitrary.
Agree beforehand
Name the members and criteria, handle conflicts of interest, exclude self-voting on personal claims, and record decisions with reasons. Define procedures for ties and appeals.
06 / CHOOSING
Which model fits your group?
Our recommendation depends on organization and trust rather than a universal ranking:
- A short dungeon session: Need/Greed with clear main-role expectations often requires the least administration.
- A pickup raid with changing players: Soft reserves establish visible goals without weeks of point balances.
- A regular raid with a stable roster: DKP can make long-term participation count transparently.
- An established guild with shared progression goals: A loot council can fit when criteria, oversight and trust are in place.
Hybrid rules are possible, such as soft reserves for selected wishes and Need/Greed for the rest. No system is automatically fair: clear rules applied consistently matter more than the name.
TOOL / DE + EN
Your loot-rule generator
Choose your group’s agreements and copy the finished rules. The text updates with every change. Values are suggestions for your group; agree the rules together before the first pull.
Entries stay in this browser tab and are not saved. Reloading discards changes. You can choose the text language independently of the page language.
07 / READY TO COPY
Loot rules to edit and copy
Choose a template, replace the square-bracket fields and agree the text with your group before the first pull. These are our examples, not Blizzard-mandated rules. Established guilds have two alternative models: DKP or loot council.
Edit directly in the text boxes. Changes last until the page reloads. You can select and copy the text manually even without a copy button.
Dungeon group
Need/Greed with declared main roles and no reserves.
Soft-reserve raid
One wish per player; only reservers roll when it is contested.
Established guild: DKP
A complete example using fixed costs; point awards and prices can be edited.
Established guild: loot council
An alternative to the DKP template: a panel with published criteria and no self-voting.
08 / AGREEMENT
Seven questions before the first boss
- Which main role counts, and how is off-spec interest handled?
- How are reserves, recipes, tradable loot and special items handled?
- What happens on a tie or when another copy drops?
- Can one person win multiple items, and is there a +1 rule?
- How are replacements, standby players, role changes and early departures treated?
- Who keeps records, can correct errors and resolves disputes?
- Where are the rules recorded, and when are they locked for the session?
In many groups, “+1” means a loot win is counted in later decisions. Whether this only breaks ties or restricts further rolls must be stated explicitly; the shorthand alone is insufficient.
09 / GDKP
DKP is different from GDKP
The DKP described here uses internally earned points. GDKP instead uses gold bids for loot and distributes the proceeds. A soft reserve is not a purchase either: it declares interest under group rules. Selling points or reserves for gold changes the model described here.
Blizzard’s support policy explicitly prohibits GDKP in Forever. These alternatives require no gold bidding for loot; their names do not override game rules or technical distribution limits.[6]
Read the full explanation of GDKP, gold trading and Blizzard’s reasons for the ban ↗
10 / SOURCES
Sources and scope
Historical Blizzard explanations and research provide context for Need/Greed; exact client rules have changed between versions. Developer documentation illustrates variations in reserves, point management and council voting. It does not establish that a particular addon works in Forever. Examples, tradeoffs and recommendations are our own explanations.
[2]- UCL · Sociality and Materiality in World of Warcraft, doctoral research (2016), discussion of Need Before Greed ↗
- Blizzard · Dev Watercooler: Mists of Pandaria Looting Explained (2012), historical comparison of loot models ↗
- Softres.it · Developer changelog, configurable reserve counts, duplicates and item restrictions; historical implementation examples ↗
- Core Loot Manager · Author README, DKP awarding, item costs, caps, decay and history ↗
- RCLootCouncil · Author documentation, voting options, observers and loot history ↗
- Blizzard Support · In-Game Advertising, article 187406, game-version and GDKP rules; checked 8 November 2026 ↗