DracoSuave
First Post
I think the main design for 4e wasn't that you didn't get magical items with nifty powers, but that you had magical -characters- with nifty powers. Used to be in previous editions that if you weren't a wizard, you described your character by -what he had.- Fighters were distinguished by their gear and their randomly rolled attributes, not by any selections or uniqueness of the player; this was a failing of how fighters used to be handled because they were solely the result of luck or DM capriciousness. The player had little input at all as to where his character would develop.
Now, characters decide their own path of development, and items don't play as prominant a role as to the -abilities- a character can bring.
In 1e you described your fighter as 'I have a vorpal sword and magical plate armor that lets me teleport across the field, plus a shield that casts fear on my enemies.' In 4e, you're a 'sword and board fighter who specializes in mobility and tactical deployment. I have this cool maneuver that hits a guy, runs, hits another guy, then runs more...'
In the end, 4e is designed more around character than a shopping list.
Now, characters decide their own path of development, and items don't play as prominant a role as to the -abilities- a character can bring.
In 1e you described your fighter as 'I have a vorpal sword and magical plate armor that lets me teleport across the field, plus a shield that casts fear on my enemies.' In 4e, you're a 'sword and board fighter who specializes in mobility and tactical deployment. I have this cool maneuver that hits a guy, runs, hits another guy, then runs more...'
In the end, 4e is designed more around character than a shopping list.