And when slightly more complicated rule calls come into play, don’t worry. The way they’ve set up the rule chapters are simple, clear and pure genius. Everything in the combat chapter is alphabetized. You need the grappling rules? Turn to the G’s. How about Charging? C. And once you’re there, you’ll find that all the major rules are listed as bullet points. Any and every instance for a rule is listed separately in its own bullet point and there aren’t any more of those infamous important rules buried at the end of a paragraph somewhere in the middle of chapter 9.
For pure entertainment value, I looked into the comments to the post and "learned" that people can read anything out of a text if they want to. One of the critics understood the 1 item per level as mandatory and flamed on that...Dragonblade said:Just finished reading that review. Wow, I have to say I'm even more pumped about running 4e games now. He also flat out says its easy to control the magic item level and that its easily possible to run entire campaigns that feature no combat at all but consist entirely of social encounters and intrigue.
Seriously, if the game delivers the goods in the way that this reviewer feels it does, then I see 4e becoming a huge success. I know that virtually my entire gaming group is eagerly looking forward to June.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.