Hey Everyone
I'm new here - just transfered from another server. But I need to make my 7 day post, and I thought I might be able to add to the discussion.
I've been involved with a lot of loot systems in the past - DKP and Loot Council I've seen mentioned here. One that I haven't seen mentioned is Suicide Kings.
I'm not advocating any one - I think all can be fair if managed properly - but I think people generally have a negative misconception about Suicide Kings, yet it might be the type of loot system that will work well. A lot of what I have seen in the replies is people worried about "hoarding" dkp, or attendance issues (people who cannot attend every raid will have less dkp, etc.). While both of those issues can be addressed with various dkp systems, from my experience, Suicide Kings is just easier to manage.
With suicide kings you first generate a random list of people (however many you have) which will rank people 1 through X. After the list is generated, you use the list to determine who is "up" for a drop. So if you have a paladin at rank 1 and at rank 5, a paladin plate item drops, the paladin at rank 1 gets first dibs on it. If he doesn't want the item, the rank 5 person gets a shot. You just go through the list. In a raid, to make things go quickly, the loot officer can quickly link the item, everyone who wants the item can say something like "1" or "me" in raid, and whomever is highest on the list gets the item.
Once a person gets an item, they are "suicided." The rank 1 paladin may now be rank 30 (if there are 30 total people on the list). In essence, it's a true "take turns" kind of system - everyone gets a turn. After the rank 1 paladin gets suicided, everyone else moves up on the list - so the rank 5 paladin may now be rank 4.
That's a pure suicide kings system. Where everyone moves up the list when someone is suicided regardless of whether or not they are present in the raid. However, that tends to leave people who never show up hogging the top (because they get to move up regardless of whether they show up). People hogging the top may be fine, because if they aren't there, they obviously can't loot anything, and it goes to the next highest on the list.
But if someone doesn't show up for a month, then shows up for one raid, they may well be number 1 and entitled the very first upgrade that drops. So, a way to deal with that: if someone isn't in attendance on a given night, there position is "frozen." So, if rank 1 paladin takes loot, rank 4 paladin is absent, rank 5 paladin can move up to rank 3 after rank 1 paladin is suicided. Rank 5 paladin essentially moves ahead of rank 4 paladin, but rank 4 paladin still keeps his spot (nothing lost by being absent). The next time rank 4 paladin attends a raid, he'll still be rank 4 and eligible to move up higher (or take loot if no one is ahead of him that needs it).
If people are still crowding the top, people can also be suicided after a chosen number of days of non-attendance. Perhaps if someone misses 5 raids in a row, they can be suicided.
My experience with this system is that it is fair, and really easy to manage - you only have to manage the list (and there are some add-ons that do that). It also means that if 30 people are online, the five people that couldn't make it into a raid don't get penalized (they can still move up the list because they are present, ready to raid). Also, you don't have to deal with what is essentially an economy w/ dkp.
Anyway, those are the basics - for pure information purposes. I've been part of successful dkp systems as well, so it all can be worked out to benefit the guild as a whole

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