fuindordm
Adventurer
3. Magic Items... Earthdawn had a totally different paradigm when it came to magic items. There wasn't a "trade up", or even "grab a bunch" mentality. Magic items in Earthdawn were more mythical in feel... every major magic item was a pretty big deal. Only through learning it's history and performing deeds that resonated with it's purpose was a character able to unlock more and more powers within the item. I don't see D&D 4e (at least as it is now doing this very well... it's almost a 360 of the... player picks/carries quite a few/auto-knows what it does, mentality)
IIRC later supplements introduced more "basic" magic items in addition to the legendary ones, but they still required the user to bind threads to them to function.
In 4e terms, this requirement serves a function similar to the magic threshold.
An 8th circle (level) character might have 6-10 ranks in Thread Weaving, which means they could benefit from the same number of enhancement bonuses on their magical equipment. For example, they might have 3 threads woven to their legendary sword (unlocking +3 damage and fire resistance), 3 to their magical but non-legendary armor (unlocking +3 defense) and 2 to their healing flask (allowing 2 in-combat uses of their recovery tests per day). If they discover something new about their legendary sword, they can benefit from the knowledge right away by releasing a thread and reassigning it to the sword.
Earthdawn is awesome. They didn't just make the rules serve the fluff (the original Stormbringer game did this, and ended up with horrendously imbalanced subsystems) or try to rewrite their fluff around the rules (like 4th edition). They really put immense effort into developing the two sides of the game together, and ended up with a balanced yet very flavorful system.