I'm relatively new to DMing and at the end of a dungeon I am planning to have a small hoard of five to six magic items for my party of four. My plan is that once each player takes one of the items the magic that was protecting the items reactivates or implodes, destroying the remaining items. Since none of them have identify I was going to have each item give off a vague feeling of what it does so they aren't picking blindly.
Should I just pick four items and not offer a choice? For context, the items are being used as power sources for a magic force field holding a prisoner. Once the party removes the magic items the field drops (maybe the remaining items are destroyed because the force field drains too much power from them?).
Players have zero context concerning your plans. Never expect the player(s) to ever choose and know about "X" based on your previous clues. Even spoon fed players will not understand/pick the path you hope they do.
As this is will be at the end, be flexible. As an experiment. During the many sessions, before you start, have a player or two let you know everything that happened and based on your clues where they expect the party to go. So obviously feed them clues the session before. See what they pick up on. Based on their accuracy use that as a guide to the final horde.
If nothing else, have the party find an identify scroll near the end so they do not use it on something else. Or even give them one early, with a clue that this is needed at the end to understand the 5-6 items. If they use it early, have them find another that does 4-5 items, etc.
In a nutshell, too often the players will pick the option 180 degrees from what the clues lead to.
Thanks for your input, I'll ty to feed them breadcrumbs as they advance so they can come up with ideas. I didn't even consider magic scrolls being an option, so I'll think about where they could be.
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I'm relatively new to DMing and at the end of a dungeon I am planning to have a small hoard of five to six magic items for my party of four. My plan is that once each player takes one of the items the magic that was protecting the items reactivates or implodes, destroying the remaining items. Since none of them have identify I was going to have each item give off a vague feeling of what it does so they aren't picking blindly.
Should I just pick four items and not offer a choice? For context, the items are being used as power sources for a magic force field holding a prisoner. Once the party removes the magic items the field drops (maybe the remaining items are destroyed because the force field drains too much power from them?).
Any feedback would be appreciated!
Players have zero context concerning your plans. Never expect the player(s) to ever choose and know about "X" based on your previous clues. Even spoon fed players will not understand/pick the path you hope they do.
As this is will be at the end, be flexible. As an experiment. During the many sessions, before you start, have a player or two let you know everything that happened and based on your clues where they expect the party to go. So obviously feed them clues the session before. See what they pick up on. Based on their accuracy use that as a guide to the final horde.
If nothing else, have the party find an identify scroll near the end so they do not use it on something else. Or even give them one early, with a clue that this is needed at the end to understand the 5-6 items. If they use it early, have them find another that does 4-5 items, etc.
In a nutshell, too often the players will pick the option 180 degrees from what the clues lead to.
Thanks for your input, I'll ty to feed them breadcrumbs as they advance so they can come up with ideas. I didn't even consider magic scrolls being an option, so I'll think about where they could be.