Lancelot
Adventurer
Well, you've certainly got me intrigued to take a good read of the book this weekend.
I'm no fan of (what seems to me) the attempts to turn D&D into Diablo II. Interchangeable gems? Color me unimpressed. I'm less annoyed by "item sets", as they're good story hooks to find the other piececs.
On the surface, 300gp for +1 fire damage every hit is pretty good. I'd invest in that. In the defense of the meteoric knife example you give, I guess it's all about the flexibility... and the frequency you anticipate using that weapon each day.
I mostly DM, but on the rare examples I play, I'm using an elven necromancer (6th level). I'd take the meteoric knife over a +1 weapon with an augment crystal. I'm not going to be meleeing much, and I only get one shot (per encounter) if I throw a dagger. The meteoric knife gives me options. I can chuck the dagger more than once (up to 4x, if I use all the charges on returning), or I can do a "big hit" (1d4+1+3d6 fire) that will be far more meaningful than the dagger-with-crystal (1d4+1+1 fire). If I don't anticipate more than a couple fights in a day, or I'm using my magic for most of the other fights, that's a pretty good deal for me.
All of the examples you've provided so far *do* seem pretty crappy for the average fighter, I'll give you that. Maybe it's more about enablers for the other classes? If the meteoric dagger is a good 'un for a mid-level mage, maybe some of the other "underpowered" items are also good for non-traditional character builds.
I'm no fan of (what seems to me) the attempts to turn D&D into Diablo II. Interchangeable gems? Color me unimpressed. I'm less annoyed by "item sets", as they're good story hooks to find the other piececs.
On the surface, 300gp for +1 fire damage every hit is pretty good. I'd invest in that. In the defense of the meteoric knife example you give, I guess it's all about the flexibility... and the frequency you anticipate using that weapon each day.
I mostly DM, but on the rare examples I play, I'm using an elven necromancer (6th level). I'd take the meteoric knife over a +1 weapon with an augment crystal. I'm not going to be meleeing much, and I only get one shot (per encounter) if I throw a dagger. The meteoric knife gives me options. I can chuck the dagger more than once (up to 4x, if I use all the charges on returning), or I can do a "big hit" (1d4+1+3d6 fire) that will be far more meaningful than the dagger-with-crystal (1d4+1+1 fire). If I don't anticipate more than a couple fights in a day, or I'm using my magic for most of the other fights, that's a pretty good deal for me.
All of the examples you've provided so far *do* seem pretty crappy for the average fighter, I'll give you that. Maybe it's more about enablers for the other classes? If the meteoric dagger is a good 'un for a mid-level mage, maybe some of the other "underpowered" items are also good for non-traditional character builds.