OPinion on Magic Item

ScuroNotte

Explorer
FORGE OF DOLGANA
Wondrous item, artifact

This forge was once used by the highly skilled dwarf smith Dolgana Forgemaster. It was said that any item she created within the forge was magical or able to be empowered with powerful magic. As per her request, when she passed away, her body was cremated in the forge. Eyewitnesses claim that instead of her body burning to ash, it glowed a bright white light which then transformed into millions of tiny sparks like the stars of the night sky. The sparks then seemed to enter the foundation of the forge itself. The forge then glowed and after a flash of bright light, vanished.
The forge never stays in one place long, after appearing in desolate locations, it mysteriously disappears after one day to another random location in the world.
The forge radiates Transmutation magic when Detect magic is cast upon it. Also an Identify spell will detect that the forge is sentient but the forge does not communicate to anyone unless you are able to select your magic item of choice. A harsh female voice emanating from the forge will ask you what item you wish. A successful DC 20 Intelligence (History) check will reveal its history and properties. Dwarves have advantage on the History check. Dwarves proficient in smith’s tools automatically succeed on the check.
Located in the front of the ever burning forge is an anvil. When you place your offerings onto the anvil, the treasure disappears, if applicable, and the item(s) rise into the air and enters the fiery forge. You hear hammering from within. A successful DC 30 Wisdom (Perception) check will have you briefly glimpse a short humanoid figure working within the flames of the forge. After a few minutes, the item exits the forge and lowers onto the anvil.
The items created are random but are always beneficial and useful to the patron. The items created exclude potions, scrolls, and tomes. Only one transaction is allowed per creature per week. Artifacts and sentient items can neither be presented nor created.



[TABLE="class: grid, width: 500, align: center"]
[TR]
[TD]Cost in Magic Item Rarity and/or gp[/TD]
[TD]D100[/TD]
[TD]Magic Item Rarity Obtained[/TD]
[/TR]
[TR]
[TD]Non-magical Item
+
500 gp[/TD]
[TD]-[/TD]
[TD]Uncommon magic item[/TD]
[/TR]
[TR]
[TD]Uncommon
+
Uncommon or 1,000 gp[/TD]
[TD]01 - 40[/TD]
[TD]Uncommon magic item of your choice[/TD]
[/TR]
[TR]
[TD]41 - 00[/TD]
[TD]Rare magic item[/TD]
[/TR]
[TR]
[TD]Uncommon
+
Rare[/TD]
[TD]-[/TD]
[TD]Rare magic Item[/TD]
[/TR]
[TR]
[TD]Rare
+
Rare or
2,500 gp[/TD]
[TD]01 - 50[/TD]
[TD]Rare magic item of your choice[/TD]
[/TR]
[TR]
[TD]51 - 00[/TD]
[TD]Very Rare magic item[/TD]
[/TR]
[TR]
[TD]Rare
+
Very Rare or
5,000 gp[/TD]
[TD]01 - 50[/TD]
[TD]Very Rare magic item of your choice[/TD]
[/TR]
[TR]
[TD]51 - 00[/TD]
[TD]Very Rare magic item[/TD]
[/TR]
[TR]
[TD]Very Rare[/TD]
[TD]-[/TD]
[TD]Very Rare magic item[/TD]
[/TR]
[TR]
[TD]Very Rare
+
Very Rare
+
20,000 gp[/TD]
[TD]01 – 90[/TD]
[TD]You gain a Very Rare magic item of your choice[/TD]
[/TR]
[TR]
[TD]91 - 99[/TD]
[TD]Legendary magic item[/TD]
[/TR]
[TR]
[TD]00[/TD]
[TD]The items’ features fuse into one item. It requires only 1 attunement slot.[/TD]
[/TR]
[/TABLE]
 

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What sort of opinion are you asking for?

Consider this: what purpose do you have for introducing this forge in your campaign?

For instance, you might have a dwarf PC and you're using the forge to set up a quest. Or you simply want PCs to "buy" magic items by offering the "vendor junk" they don't want for better items.

The difference is vast.

If your aims are plot-related, talking about balance is almost beside the point, since the forge might "mysteriously disappear" as soon as its plot function has been fulfilled. On the other hand, if balance is a concern for you, understand that getting a choice item (as in "Rare magic item of your choice") is very powerful, and it will make published adventures underpowered (assuming your players are reasonably optimized).

So, again, what sort of opinion are you asking for? :)
 

Well it will be hard to locate and to know what to do with it, also the Party Needs to bring along some treasue for it to work if i understood.

Is it you want items to be "upgradable" with the forge used more than once on an item?

Neat idea, but think about game balance.

Another thought: on second glance the disappear after a day makes this a temporary magic item shop, which is fun one or two times, but not much different than the PCs aquiring Magic from a killed mob's stash from then on.
 

So this looks like depending on the die roll it customizes a little-loved item to one of the same category, or upgrades it for a random which may be a good or ill fit.

I'm going to assume you are using the DMG rolled magic item distribution. Here's a breakdown of what to expect given that: http://www.enworld.org/forum/showth...-of-quot-Typical-quot-Magic-Item-Distribution

Non-consumable magic items by the DMG method are pretty rare, so having the players "big find" being unusable or little-loved (+1 poor armor that is bypassed by better mudane armors) is a good thing. So if you're not customizing the items to be the focused on the characters I'm okay with that part.

On the other hand, it's a huge deal to upgrade an item to one of a higher step. You can get powers that throw off your current level power curve, and can make a lucky PC a lot more powerful than the others. I'm loathe to allow that.

The flip side is taking an item that you have leveled beyond and upgrading it. That's powerful based on the rarity rules, but powerful =/= abusive.

I see you tried to balance between those by requiring either a second item or gold. Here's a breakdown of about of gold found using the charts: http://www.enworld.org/forum/showthread.php?402507-Deconstructing-5e-Typical-Wealth-by-Level

That's per character - but I can see party funds to try for something big. Assuming five PCs pooling thei wealth, and half their gold spent on other stuff:

1000gp spare at level 4 (420 each, half spent leaves 210, times 5 = 1050)
5000gp spare at level 6 (4500 each, half spent 2250, times 5 = 11250, so more than twice over)
20000gp spare at level 7 (8400 each, half spent 4200, times 5 = 21000)

Those are really low amounts for chances to get items that powerful. Going back to the first link, we have:

1 rare permanent item at level 10 and another at level 13.
1 very rare permanent item at level 16.
1 legendary permanent item at level 19.

Increasing the old up would get to ludicrous levels. I would suggest increasing it some, but also shifting the percentages to reduce the chance of powering up an item. If you want to tend toward keepign items relevant more than giving something beynd them, make it a d20 roll where you add your level needing a 20+ to upgrade an uncommon to rare, a 25+ to upgrade a rare to very rare, and a 30+ to upgrade a very rare to legendary. This still gives a 5th level character a 25% chance to upgrade an uncommon to a rare, which they wouldn't have until 10th normally so it is possible to get something super special, but in normal operation you'll have the best chance either be upgrading lower level items or customizing on-level items.

Finally, the idea that an item is upgraded, passed to another character to try to then customize/upgrade it again is something that you should really avoid. Perhaps if you snub Dolgana Foremaster's spirit by putting in one of her own creations she gets all snitty and just takes the items/gold without giving anything and the forge leaves immediately.
 
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What sort of opinion are you asking for?

Consider this: what purpose do you have for introducing this forge in your campaign?

For instance, you might have a dwarf PC and you're using the forge to set up a quest. Or you simply want PCs to "buy" magic items by offering the "vendor junk" they don't want for better items.

The difference is vast.

If your aims are plot-related, talking about balance is almost beside the point, since the forge might "mysteriously disappear" as soon as its plot function has been fulfilled. On the other hand, if balance is a concern for you, understand that getting a choice item (as in "Rare magic item of your choice") is very powerful, and it will make published adventures underpowered (assuming your players are reasonably optimized).

So, again, what sort of opinion are you asking for? :)

Two reasons for introducing it.

First currently in a 10-14 level campaign. Planning to hide the forge behind a wall of lava. If they find it, offer them a chance at some items. They don't have many so would like to see if some players are willing to pool and sacrifice their own items for another or try their luck. may get a better or a worse item.
Another take of Deck of Many Things.

Second maybe in future campaigns if they have magic items that they have that they are not interested in keeping, I'll have them encounter the forge (again) and try their luck in getting something different. Other than the first column of mundane object and gold, they will always have to sacrifice one magic item to gain another. They may be able to select their own item if they pay a high enough price.

Just something different as opposed to find a magic shop and browse.
 


Gotcha. I see what you're doing, and you're biggest downfall is going to be players that chuck something in and randomly get something completely useless. You've just made this encounter a penalty rather than reward scenario.

Consider an alternative: the Wishing Box. I converted a 3rd (maybe PF) adventure that had this item, created by sorcerers for a rainy day scenario. The box, when opened, gives the user 1 minute (real time!) to decide which of 4 items it will become. Rather than risk randomly screwing players over, it gives them a choice and you control of what enters your game. For verisimilitude, the items should have wide utility as they were meant to cover many scenarios. While the sorcerers may have known what each box could become, unfortunately for players they won't know until the box is opened.

If you go this route, there's no reason why the box couldn't operate much like you've scripted above in that the little forge-maker gets to working like one of Santa's elves.

Finally, getting magic items should be an awesome experience. If people are so disenchanted with their stuff that they're willing to chuck them into the fire, I'd be worried. On the contrary, it's very possible your mobile magic pawn shoppe will get no use as players will be loathe to give up an item that works for a shot at something that very likely does not.
 

If this forge disappears "the next day", I do not see how the characters or the players are supposed to learn and understand 'the rules' of how it works, and what it will do for them.
I see the interaction being disappointing all the way around - for them and you as well.

How about if the forge will improve one piece of gear per player: mundane non-magical to generic +1; generic +1 gains a property; item with properties gets a power-up.
If I find the forge repeatedly, I could do this:
Longsword (from blacksmith) => Longsword + 1 => flaming longsword +1 => flaming longsword+2 => flaming Longsword +2 can cast Fireball (1/day)
and my friends can do similar with their favorite item.
(In the 4e Ashes of Athas campaign, I wanted to improve my Druid's staff into a Staff +1 then a Staff +2 then a Staff of Long Travels as I gained levels.)
 

Gotcha. I see what you're doing, and you're biggest downfall is going to be players that chuck something in and randomly get something completely useless. You've just made this encounter a penalty rather than reward scenario.

Consider an alternative: the Wishing Box. I converted a 3rd (maybe PF) adventure that had this item, created by sorcerers for a rainy day scenario. The box, when opened, gives the user 1 minute (real time!) to decide which of 4 items it will become. Rather than risk randomly screwing players over, it gives them a choice and you control of what enters your game. For verisimilitude, the items should have wide utility as they were meant to cover many scenarios. While the sorcerers may have known what each box could become, unfortunately for players they won't know until the box is opened.

If you go this route, there's no reason why the box couldn't operate much like you've scripted above in that the little forge-maker gets to working like one of Santa's elves.

Finally, getting magic items should be an awesome experience. If people are so disenchanted with their stuff that they're willing to chuck them into the fire, I'd be worried. On the contrary, it's very possible your mobile magic pawn shoppe will get no use as players will be loathe to give up an item that works for a shot at something that very likely does not.

The player would still get a useful item, but yes they may still not like the trade,

Great suggestion. Player offers items +/- money to trade. 3-5 random items appear that the item can be exchanged or changed to. Player then decides whether to continue the transaction.

Thank you
 
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If this forge disappears "the next day", I do not see how the characters or the players are supposed to learn and understand 'the rules' of how it works, and what it will do for them.
I see the interaction being disappointing all the way around - for them and you as well.

How about if the forge will improve one piece of gear per player: mundane non-magical to generic +1; generic +1 gains a property; item with properties gets a power-up.
If I find the forge repeatedly, I could do this:
Longsword (from blacksmith) => Longsword + 1 => flaming longsword +1 => flaming longsword+2 => flaming Longsword +2 can cast Fireball (1/day)
and my friends can do similar with their favorite item.
(In the 4e Ashes of Athas campaign, I wanted to improve my Druid's staff into a Staff +1 then a Staff +2 then a Staff of Long Travels as I gained levels.)

That's a good idea. As toucanbuzz stated of offering a choice prior to agreeing to the trade, make one of the offerings an improvement to the item. Perfect. Thanks for the suggestion
 

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