S
Sunseeker
Guest
Magic items should fall into 3 categories.
1) Common and consumable. (Potions)
2) Frequent use, infrequent utility. 1/day do something cool. (Bags of holding, bag of tricks)
3) Powerful, often wearable, and RARE. Roughly 1 strong item every 3-4 levels.
I think there was some attempt to do this in the past, but I feel that almost everything interesting was almost always in the "wonderous" category. I think Wizards could take a hint from their MTG game design for what can qualify as "common" in relative magical power levels. Being common shouldn't mean it's basically worthless, it should just mean it's common. Can any blackmsith worth their salt make a Masterwork weapon? Yes. That means it's common.
Items with truly magical abilities(on use/on hit/ect..) should always be uncommon, but your generic +1 amulet of protection I think, might not be such.
Perhaps they should simply assign everything gold values and then provide a low/moderate/high magic breakdown of where approximate gold values would place an item. +1 amulet of protection might even be somewhat mundane in a high-magic setting, or incredibly valuable and rare.
As an aside: I'd like to see Wizards expand the list of "everyone can use this" utility items. Simple things that restore some HP, refresh an expended power, provide an extra swift action, ect... There's a whole butt-load of items that are very specific to a certain build or a certain type of character and all that really does is create a lot of bloat.