Would any dm's do this?

Man, I'm just picturing this ancient wizard in the multiverse somewhere playing cards with a god or two going "Yeah, so get this, remember that box? You know- the one that lets people put in things of great value and pull our less valuable items? They're STILL using it! Those Primers, I tell you."
 

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clark411 said:
Man, I'm just picturing this ancient wizard in the multiverse somewhere playing cards with a god or two going "Yeah, so get this, remember that box? You know- the one that lets people put in things of great value and pull our less valuable items? They're STILL using it! Those Primers, I tell you."
Clark411, I was imagining something very similar. I run a Spelljammer campaign, and so I can totally see the boxes being a sort of 'public service' operated by a group of Arcane, well-known about to heroes and villains, if not the general public. They make sure that there are always a fair number of exchange boxes floating around the cosmos... and of course, since the value of what you get out is always less than the value of what you put it, they are getting a hefty profit!
 


Sounds like a Horadric Cube from Diablo 2. You could also put multiple lesser value items to get one of greater value. If you wanted to use it that way I am sure you could get the different formulas off of the internet. Say, put 3 Cure Light Wound potions in the box and it turns them into one Cure Moderate.
 

Oops, I intended to give my solution but I only put in a response to the Magic Box idea.
Personally, I like to focus the campaign on the players and what they want to accomplish with their characters. It isn't a DM vs. PC's state in my game. SO, in addition to asking them what their character's long term goals are when the PC's make characters I also try to keep an ear out or ask them directly what magic items they want. I then try to incorporate the item into the game whether it is a quest item or it is owned by a villain they have to fight. Being the DM I know I can always take the item away in the future should it be integral to the story. As far as a "Magic Shop" goes, I personally don't have a problem with it but my players generally never need one.
 

Nah. Nope. No way. Not IMC.

I hate the magic shop idea too, as I run my campaigns with a limited amount of items and make it a hassle if they want to get invited to a private auction for a fabled sword +2, flaming or similar. I don't like the idea of some box just sitting around waiting to freely exchange magic items randomly in my homebrew, as items stolen by the theives' guild could never be tracked down once exchanged. It's just waiting to be abused by the players who keep putting in the items they get until they find one they like.
 

Its magic. Make the magic say that they have to 'own' it for a period of time. Or if it is stolen by a list of means then it cannot be done.

Of course as most pc's are effectively theives this may not work out well ;) but it depends on your campaign again.

After useing the box say.. 5 times in a row on one item.. that item that is being gotten has little worth left, especially if you do the option above to get 2 items.

If there is no way to sell items, and they find something that they cannot use, or have no use for, then what do they do with it? Magic that is useless is worse then worthless ;)
 

Maybe this is what happens to all those lost Secret Chests?

Funny concept. I might consider using that in the appropriate campaign. Consider the group that puts in a rather benign item and gets an evil or cursed item out. Muhahah.
 


What if the players only THINK they are getting random magic items back. Assuming there are beings behind this and there is more then one box in existance. What if every magic item that is given back is different in some subtle almost undetectable way. Why would a group want to seed the world with altered magic items? Whatever the reason its probably not good! :)
 

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