This is ludicrous. Python standard libraries are written in C- many of which have undergone pretty severe optimizations. I don't even like python for games, but if you're going to use it, you want to leverage the standard libraries as much as possible. Period. Even if a python library doesn't have exactly what you need, it's going to give you better performance to modify the results afterwards than to try and implement it entirely in python. Or you can go shopping for other modules that fit your purpose more precisely. At all costs, avoid coding in actual python as much as possible. That is the more pythonic approach.
Have you ever looked at the standard library? Very little of it is written in C. And have you ever subscribed to the python-dev list for a reasonable period of time? The actual process of getting something into the standard library comes mainly from attrition, or it has for most of the lifetime of Python development. All you have to do is have something you want in there, and the staying power to argue away all detractors, and to offer to maintain it once it is in there. So what happens is that what gets into the standard library, is not the best or most useful, it's just the most pushed by those who can be bothered.
You seem to ascribe some magical quality to the standard library. Or to the mystical quality of being Pythonic. It is not uncommon to have arguments where people where each argues different perspectives of how what they want to push on the other is more Pythonic. It's just a worthless appeal to authority, an empty point foisted on those who do not know better.
Avoid coding in Python if possible? Wow, we really do have different approaches. How can you be confident that your code works right, and is easy to maintain, if you do not know how it works and are not afraid to rewrite it as needed? Too many people just use libraries and frameworks and treat them like a magical black box that just work the way they want.
If the OP is asking how to do it, that is sufficiently good enough reason to implement it in that matter or discuss such an implementation. The problem domain is unique to each individual's design goals, it doesn't matter if nobody has done it yet. There are a LOT of ways to utilize sampling for loot. Arguing against its use while ignorant of the problem domain is just silly. The OP isn't asking for advice on how to generate loot, he's asking for a specific algorithm which may be perfect for the game he's working on.
*sigh* You're talking in circles trying to justify it's usefulness. I never said I only used random numbers in loot dropping. I just used it as an example, for how things are generally more complicated and how random.sample() is only useful in theory, rather than in practice.
I can't argue with overly emotional irrational arguments made solely to push something unjustified on someone else, so I'm going to choose to opt out of responding to your posts from now on. Good luck with your personal opinions.