PeelSeel2 said:If the magic items ability is based off from the level of the character using it (which I believe it is), it takes away the need to have magic shops, etc. That magic +1 sword you found at 3rd level (Because swords go up by 1 every 3 character levels I believe) will do you fine at 18th level (being a +6 in your hands at that level!!).
And what if I would like to fight with voulge-guisarme? I'll probably find 50 magic sword, axes, daggers and bows and maybe even 4 exotic polearms, but not thing I'm using.
In 3e fighters were free to chose the weapon they wanted, because of possibility of reasonably easy enchantment. If you want to depend on random treasure, everybody should just choose most common weapons. Unless, somehow, magic voulge-guisarme will happen to be in treasure of the dragon, even if nobody even knew 1 week before that such weapon even exists (you probably cannot be more obvious with 'presents' from DM then giving exactly the same exotic polearm as player is using).
Next point - are you 100% sure that every magic item with bonuses advances with players? Isn't it limited to only very specific weapons/items with a lot of history? If all items do it, then around 6-7 level players will lose interest in finding better treasure - they will have all they need (maybe except rings/wondrous items). Items from 11 level warlock
Implement: +3 rod of dark reward
Armor: +3 leather armor
Neck: +2 cloak of survival
at least suggest that bonuses are not increasing with the same speed. I doubt that do increase at all in common case, except some kind of super-legacy-legend weapons.
I'm afraid 4th edition is back to explanation that you find magic items in cabbage, just like children, instead of going into more involved process. Who puts them in cabbage ? Doesn't matter, as long as game is fun, does it?