Raid loot mechanic/Old raid loot rules

Looting is the action of taking items off of monsters ingame after you kill them, or otherwise receiving recompense from the quest other than the reward offered by the questgiver.

Loot distribution
In most quests, there are a limited number of special loot items, or unique rewards, that can be received. Thus, there are various methods devised by players to decide which player gets which items. Some of these are documented here; feel free to add any system your guild uses to the list with an explanation.

Nudged raidrolls
Nudged Raidrolls is a variant system to assign ownership of the special loot items which are awarded at the conclusion of Vault of Night, Twilight Forge, or Zawabi's Revenge. It allows any character to potentially win any item, but there is a small nudge factor pushing items towards those characters most able to use it.

Each player who desires an item rolls 1d100 and then adds a modifier based on the attributes of her character. If the winning player changes her mind and doesn't want the item, it goes to the runner-up. Obviously, modifications to the system are possible if agreed upon before starting the quest- the most obvious is to apply a multiplier to all nudges, such as a 2x factor, because the nudges as listed are unlikely to sway the result strongly.

A character uses the modifier for any requirement she will meet eventually, even if it is not now met (such as taking Khopesh proficiency later). When a class is listed, it means the character must be mainly or substantially of that class (not merely splashed). Ability score requirements can be met with items.

Some definitions before we begin:
 * Battling : Characters which frequently damage monsters with physical weapons (Specifically, this includes Fighters, Barbarians, Paladins, and Rangers)
 * Non-battling : Characters that either damage monsters with spells, or support the party in nonaggressive ways.

Vault of Night
Belt of Mroranon:
 * +20 Fighter/Barbarian/Paladin/Ranger
 * +00 battling Rogue/Bard/Cleric
 * -20 Wizard/Sorcerer or non-battling Rogue/Bard/Cleric
 * -10 uses Weapon Finesse

Helm of Mroranon:
 * +20 Cleric
 * +10 spellcasting Paladin/Ranger
 * +10 casts offensive Cleric spells

Cloak of the Silver Concord:
 * +20 uses UMD

Ring of the Silver Concord:
 * +20 Sorcerer/Bard/Paladin
 * +10 non-Bard with UMD

Dragon's Eye:
 * +100 casts spells
 * +20 casts damaging spells

Hammer of Life:
 * -20 can cast Restoration
 * -10 can cast Lesser Restoration (including from wands)

Ironweave Robe:
 * +20 Dexterity over 28
 * +20 can cast lightning spells

Kundarak Delving Suit:
 * -10 Dexterity under 20
 * -10 Dexterity under 22

Kundarak Warding Bracers:
 * -20 Lawful or UMD > 19
 * -20 Chaotic and non-Cleric

Sword of Shadows:
 * +20 has Improved Critical Slashing
 * -20 no Great-sword proficiency
 * -20 uses Weapon Finesse

Twilight Forge Items
Gyroscopic Boots:
 * -20 can cast Haste

Seven Fingered Gloves:
 * +20 uses UMD
 * +10 uses Disable Device, but not UMD
 * +20 Wizard/Sorcerer
 * +10 Bard
 * +10 Wizard/Sorcerer and Warforged

Chattering Ring:
 * -20 AC under 33
 * +10 AC over 40

Jungle Cloak:
 * -20 able to use Cure Light Wounds wand

Skull Fetish Mask:
 * See: Ring of the Silver Concord

Bravo Sword:
 * +10 Weapon Finesse
 * +10 Weapon Focus: Pierce
 * +20 Two Weapon Fighting

Centurion Armor:
 * -20 Dexterity under 14
 * +10 Cleric

Zawabi's Revenge Items
Bracers of the Demon's Consort:
 * -20 Lawful or Chaotic or UMD > 19
 * +10 can cast Restoration (including items)

Marilith Chain:
 * -20 Good aligned

Bramble casters:
 * -10 Barbarian

Green blade:
 * +30 uses damaging spells
 * +5 Weapon Finesse
 * +10 Improved Critical: Slashing

Lion-headed Belt:
 * +10 Fighter/Barbarian/Paladin/Ranger
 * +0 battling Rogue/Bard/Cleric
 * -10 Wizard/Sorcerer or non-battling Rogue/Bard/Cleric
 * -5 additional Paladin/Wizard

Pouch of Jerky:
 * -10 able to use Cure Light Wounds wand

Sandstorm Goggles:
 * -20 able to cast True Seeing

Staff of Arcane Power:
 * +20 Wizard/Sorcerer/Bard
 * -20 cannot equip staves

Cloak of the Zephyr:
 * -20 can cast Blur or Displacement

Staff of Arcane Power:
 * +20 Wizard/Sorcerer/Bard
 * -20 cannot equip staves

Cloak of the Zephyr:
 * -20 can cast Blur or Displacement

Chaosblade:
 * -80 non-Chaotic and UMD < 20
 * -10 Lawful
 * +20 Khopesh proficiency
 * -20 Weapon Finesse

Seal of the Earth:
 * -20 can cast Barkskin
 * -10 can cast Stoneskin
 * +10 has Scepter of Healing
 * -20 has two Chattering Rings

Storm:
 * -10 Bard (the Competence bonus of Storm does not stack with Inspired Attack)
 * -10 has Manyshot

Torc of Prince Rayum-de:
 * -80 no spellpoints
 * +10 casts non-damaging spells on enemies
 * +10 battling (gets hit often)

Generic Items
Strength Tome:
 * See: Belt of Mroranon

Dexterity Tome:
 * +20 Rogue/Ranger/Fighter with Weapon Finesse or ranged-attack focus
 * +0 other class with Weapon Finesse or ranged focus
 * -20 others

Constitution Tome:
 * +10 Barbarian

Intelligence Tome:
 * +20 Wizard
 * +10 non-Wizard, uses Disable Device

Wisdom Tome:
 * See: Helm of Mroranon

Charisma Tome:
 * See: Ring of the Silver Concord