Other answers are great, but I want to answer from a game design point of view.
Dropping loot really depends on the game. On an open-world game, where monsters are scattered around, if they don't drop anything, there is no reason for the player to fight them. Worse is if they spend resources fighting them, which they can't recover. At that point it becomes a ...
is there any good reason to let monsters drop things
It is a cheap mechanism (in terms of development time) to keep your players playing and motivated. Quests and storylines are complicated to integrate/come up with and are no longer of interest to a player once he has completed and replayed them 2-3 times. On the other hand, the need to kill 200 ...
The reason why monsters drop things is because that's an easy way to give artifacts to our character and give meaning to existence of monsters.
The player feels motivated to kill a monster as he or she knows they might get something rare or new out of killing.
This aspect keeps the game interesting. If you remove item drops, player might try to avoid the ...
It would be more weird if they do NOT drop something. I mean depending on how you see it. If someone would kill you now, they would probably find
a mount in form of a summing key (also known as car keys)
a key to your dwelling
some coins stored next to funny looking plastic cards
some rather bad armor
maybe one or two cosmetic items
a small bag
One of ...
I would first model this by creating a table which includes the taste components (and perhaps far more data) of each ingredient per unit. This table could look something like this:
Ingredient | Salt | Fat | Acid | Crunch | Umami |
Bacon | 5 | 6 | 3 | 7 | 8 |