I made this roll chart. I don't actually use it in my games, but it may be of use to other people.
All purpose loot generator (For fantasy games)
Loot Modifier
(Apply this modifier for the roll below)
-3: Belongings of some random villager, a barrel in the market, or otherwise boring places.
-2: For loot from ordinary enemies, soldiers, low level chests, or the like.
-1: For larger enemies and group leaders, more valuable chests, pillage from mayor's house, etc.
+1: For the end of a short quest, the spoils from a well established bandit camp, loot from an established character, etc.
+3: End of a large quest treasure, the loot from a boss's body, treasure from the depths of a dungeon.
Loot Value Roll:
0 and lower: Nothing.
1: Banal (Has nothing special about it. Just some sort of junk you can find laying around)
2: Mundane (Might be useful, but not exceptional)
3: Valuable (Something of value, but probably not useful beyond its resale)
4: Well crafted (Similar to mundane,but better. If mundane is an ordinary shortsword, this is a shortsword inlaid with jewels and crafted with a razor edge)
5: Enchanted (whatever it is, it's magical in some way.)
6 and higher: Legendary (This thing isn't just magical, it's got a history and some serious power behind it)
After rolling the above, choose the correct section and roll again.
Banal Roll:
1-2: Garbage. Literal garbage. Bits of broken wood, bent nails, strips of cloth, etc
3-4: Junk. Bundles of straw, horseshoe, box of nails, plank of wood, junk you can find laying around.
5-6: Macguyver fodder: Items that are pretty useless, but that clever people might find ways to use. Empty glass bottles, small containers of turpentine or tar, flint to start fires, etc.
Mundane roll:
1: Food and drink: Bottle of wine, sack of salted meat, loaf of bread, random things to eat and drink.
2-3: Tools and clothing: hammers, sheers, pitchforks, torches, peasant's clothing, that sort of thing.
4: Trade goods: bushel of grain, crate of metal bars, barrel of tar, and other fairly large amounts of mundane but resellable goods.
5-6: Mundane weapons and armor: Knives, short swords, clubs, blackjacks, leather or chain armor, the sorts of things that low level bandits or soldiers might have access too.
Valuable roll:
1-2: Money: What it says on the tin. They get money of whatever kind or amount seems fitting.
3-4: Jewelry: Silver and gold jewelry, a gemstone or two, golden idol, that sort of thing.
5-6: Fine Clothing and showpieces: Expensive clothing, gaudy gold daggers for rich men to hang on their belt, a mounted [Insert large mob name here] head, a stolen painting, etc.
Well crafted roll:
1-2: More powerful weapons: Swords crafted by the kingdom's master smiths that have bonuses to penetrating armor, Strange jagged blades that cause grievous wounds, expertly balanced clubs that require less strength, extremely accurate bows, etc. Weapons that are simply better then their mundane counterparts simply because they are well made.
3: Exotic weapons: Weapons not normally found in shops. Rare blades from the east, Shotels, metal claws, shaolin spades, hook swords, reaper scythes. All those weird weapons you don't see much.
4-5:Better armor: Heavier armors such as plate, and lighter armors made of more protective materials.
6:Duke weapons: Much like the more powerful weapons above, but also highly decorated. Maybe they have jewels or gold plating, maybe they've been carefully etched with delicate designs. Regardless, they're not only well made but also look quite blinged out.
Enchanted roll:
1: Enchanted weapons: A well made weapon,such as above, but with an active or passive magic to it. The kind of enchantment really depends on if you're going high magic (It's on fire all the time) or low magic. (It prevents bleeding as long as you hold onto it).
2: Enchanted armor: Well made armor with a passive or active enchantment. Again, what that is depends a lot on your setting.
3:Grimories: A magic book. Maybe it tells you about a new spell and how to use it. Maybe it increases your magical capacity simply by reading it. Maybe it's a book about a certain kind of monster that tells you their secrets and grants you bonuses to fighting against them.
4:Wands, scrolls and staffs: Wands that are charged with a certain spell and let you fire it off without draining your own power, staffs that increase magical aptitude or power with specific elements or schools, single use scrolls of powerful spells, etc.
5-6 Jewelry: Like magical armor, but you can wear multiple. Can also have them work as active effects as well, using a ring to cast fireballs or the like if you really want.
Legendary roll:
1:Legendary weapon:A lot like the above enchanted weapons, but even more powerful and with a history behind it. Maybe its blade is made of moonlight and penetrates armor and it is said to be the blade of the goddess of night, or the spear shoots lighting because it was forged by 8th king of the northern stormlords in the distant mountains, or the knife causes unstoppable bleeding because a demon worshiping cult used it to slit the throat of a saint. Be creative.
2: Legendary armor: You get the idea here, right? It makes the wearer immune to flame because it was enchanted by Sage Halti to aid in his crusade against the beasts of the fire plane, or it was made of the hide of a rust beast and all blades that strike it will crumble.
3:Cursed Weapon: A lot like the Legendary weapon, but this one has a darker history and a price to pay for it's power. Maybe it belonged to a mythical death knight and it must spill blood every time it is unsheathed or it will kill the user. Or this poison blade of an ancient lich will turn killed enemies into thralls but will slowly corrupt the user as the lich's soul tries to take over his body.
4:Cursed armor: Same as cursed weapons, but they're armor. Maybe the armor allows the user to not feel pain and to fight in an animalistic rage, but causes them to slowly go insane. Maybe it produces a deadly miasma that the user is immune to but cannot turn off and, once in the armor, they can never take it off. Maybe the armor is sentient and fills the wear's head with secret knowledge, but never lets him sleep, slowly weakening and killing him.
5-6: Artifact: An item of great power that isn't a weapon or armor. Maybe it's an idol that can bring strange and alien things through the black of space to aid the user. Maybe it has the ability to resurrect one man by killing another. Maybe it's a crown that subjugates the weak willed to the user's whims. Maybe it's a panacea, or the philosopher's stone, or tome containing great spells or black crystal that can turn day to night and night to day. You get the idea.
(Piece)
Why do I have the feeling this project you've started may not go anywhere? Seems no one is willing or able to post things. And admittedly, rollcharts around here are probably pretty specific to games. I doubt anyone would have use for my Hotdrop rollchart from ER, for instance.