Celebrim said:
Partly, this just shows to me the problem inherent in making magic items comodities which can be freely sold or purchased at thier value.
Partly this just shows to me just how narrow most DM's campaigns must be if the good stuff basically just means, "What helps me most often in a straight up pitched conflict" Where are the rings of featherfall? The water breathing items? The necklaces of adaptation? The items confering energy resistance? Where are the items that confer flight?
Partly this is just hyberbole. The situation is not nearly so bad as he suggests for the purposes of the article, as I don't believe that lots of other classics are truly gone from the game nor do I believe that the list he presented truly represents a great departure from earlier editions of the game except to the extent that in earlier editions of the game you were much less likely to be able to fill up your slots they way you ideally wanted to. I can remember having 10th and 12th level characters with open slots and weapons not really more powerful than those possessed by 6th and 7th level characters in this edition.
Some needs can be met more efficiently through other means. Resist Energy lasts a pretty long time, scales with level, and is low level. At higher levels, it's easy to slap it on pretty much everyone. At even higher levels, Energy Immunity lasting 24 hours can be applied well in advance. But with items, you're paying 12k+ for weakest level of effect on resist energy. Why pay tons of money for stuff you can probably get for free - and customized for the situation at hand?
Moreover, if you have high saves, you already take less damage from most energy effects - not that resistance isn't helpful on top of saves. The main items tend to spill over into other areas. With a Con booster, you not only have more HP, but also a better chance of resisting the poison gas that a necklace of adaptation saves you from, and you can hold your breath for a longer period of time. Sure, it's not absolute like the specialized item, but the big items can often help in both overall combat and in narrow cases. That's why they're the main priorities after all.
Similarly, potions can handle quite a few situational needs. If breathing water doesn't come up that much, then keep a potion for emergencies. If the situation comes up, the potion can probably save your life, and if it doesn't, then you don't have a decent chunk of your assets locked up in something that doesn't help you.
I'd agree with those who suggest that some kind of X-D storage item is also part of the general loadout. There's usually some kind of bag or hole for big things (often as a group item), plus a few HHH scattered throughout the group to carry their personal gear without encumberance or access problems.