One can imagine the user sets up an epic probability curve where a level 20 vampire can spawn for a level 1 character at a 0.01% rate. One finally spawns! SOMEHOW the level 1 player kills it. The vampire dies with items pointing to LLists, that roll the dice and spawn things for a level 1 player. Player gets rusty iron dagger. Buzzkill.
This feature would somehow track that the vampire was an abnormal spawn (+19 levels!), and when the vampire dies, it can hijack the item spawning to match (calculate as if it was a level 20 player). Thus, if the player is able to kill a hard monster, they get rewarded with loot that would match the npc killed.
This is of course optional, and potentially can offer it partially. Maybe it only skews 50% (+10 in our example).
One can imagine the user sets up an epic probability curve where a level 20 vampire can spawn for a level 1 character at a 0.01% rate. One finally spawns! SOMEHOW the level 1 player kills it. The vampire dies with items pointing to LLists, that roll the dice and spawn things for a level 1 player. Player gets rusty iron dagger. Buzzkill.
This feature would somehow track that the vampire was an abnormal spawn (+19 levels!), and when the vampire dies, it can hijack the item spawning to match (calculate as if it was a level 20 player). Thus, if the player is able to kill a hard monster, they get rewarded with loot that would match the npc killed.
This is of course optional, and potentially can offer it partially. Maybe it only skews 50% (+10 in our example).