it's tricky.
on one hand, if players don't know what items they could get if they have X points, they'll play with the goal of getting those points to see what items are possible. the bad aspect of this is that, if it is an item they don't care about, it will create a situation of "i did all this work for *this*? ". i think since you are trying to reduce RNG and randomness in favor of the player being in full control, it would probably be best to give the player full control (of information in this case) and show them all options.