Hussar
Legend
This, and a couple other threads, have encouraged me to delve into moving my game closer to the 'simulation' side in regards to world building.... I want to be able to tell the players what is available for purchase or trade in the local village, I want thier choices to have some meaning in the game, and I want to challenge them with the limitations of encumbrance.
Having a tool that grants a bonus to a skill would be desired... leading to the bartering skill challenge and the question of who carries all that stuff. It may also lead to adventuring to the closest town as the village doesn't have that equipment handy.
Somehow I think a bunch of mundane equipment that grant a non-stackable bonus of 1 or 2 points will not endanger the balance of the game and provide hooks for adventurs and challenges. I also think it makes the game world much more 'real' {at least for me}.
I have no desire to turn mundane equipment, and thereby shopping/shops/villages, into a bland fluff.
As such, a book of mundane stuff with some tech level guidelines and some world building guidelines would get my hard earned cash.
YMMV, and all that jazz
And that's fine for you. But, I don't want it. There's already a D&D game that gives you all of this in a nice neat package. Actually, there's several. Why does 4e have to go that route as well? The more you add to the system, the more subsequent material HAS to account for it. Which means that for those who don't want the added systems, later material becomes less and less useful as the power creep results in every encounter having to be powered down to original levels.
We've seen this happen in EVERY edition of D&D.