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<blockquote data-quote="touc" data-source="post: 7379540" data-attributes="member: 19270"><p>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. </p><p></p><p>Consider an alternative: the <em>Wishing Box</em>. 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. <em>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.</em></p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="touc, post: 7379540, member: 19270"] 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 [I]Wishing Box[/I]. 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. [I]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.[/I] 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. [/QUOTE]
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