I'll disagree with this quite strongly. If you don't want the RAW to tell you what to do, then why on earth would you bother buying the rulebooks? The last thing I would ever want to do is spend a good chunk of money on a book that just says "eh, do whatever you feel is right". It would be a meaningless waste of my time.
That's why I'm not terribly fond of the idea of using a "common sense" approach to magic items. "Common sense" is a completely useless concept for rules adjudication or game balance, and I'd much rather have more rigid mechanical approaches.
Fair enough.
I am, perhaps, using/reading "common sense" in a foolish manner. If you have a pair of magical boots on your feet...can you put on another pair of magical boots?
If you have a set of magical chain, can you put another set of
more magical chain on you?..and expect them to stack, undoubtable uncomfortably, for your AC?
If you have 5 rings on one hand, can you put 5 more over top of them (I, personally, wear two rings on a single finger any given day.)?
Ok, I'll give you that last one...Yes, it's possible.
I'm not aying an "all out anything goes" game is what I'm looking for. In the case, as you made it, then yes, there's no point to the rules.
But, what I DON"T need is the rules to say "this is the one true way" to do it. Especially when the mantra of the new edition (whatever it is called) is to be "inclusive" and "modular"...i.e. "offer options."
What I was saying above was, if one's sensibilities are so...tense, I suppose would be the word...that I need the rules to say "You get 3"...or "6"...or "9 slots" for magic items and that's IT! That's the only way you can play/the way the game is
supposed to be...and I can't think outside of that box...then that's not a fantasy role-playing game...to
me.
Yes, we need rules...or a common framework of rules to lay the base game.
How to form a class...What this or that class archetype is/can do...what my "Abilities" are...HOW to roll my abilities (or point buy or whatever you prefer), my "talents", my "skills", my "themes" (all of those, similarly, should be chosen from a range of options depending on how my DM and/or group wants to/preferred style of play)
But for those that need a "one-way/this is the
right way to play"...in regards to things like race or class or combat or, back on point, magic items I can conceivably have...then I suggest a video game or board game or card game...backgammon or blackjack perhaps?...or something else would be more appropriate for that person, than a role-playing game of imagination and fantasy.
There ought not be an "official" way to play.
Long story [too late] short, I do
not want to see this new edition present [yet another] "one-true-wayism".
Options. Optional. Optional-ity. Modules. Modular. Modularity.
--SD