It also shows no sense of skill or artistry on the part of the creator. Not only are many of the magical weapons and items IMD&DU well known (some more then others) but so to are those that made them. Great magic artificers will compete with each other to make the most impressive and creative item. Mages are odd like that.
Yeah, that's the way to do it. Very interesting. I'm serious. I never thought of this particular element of D&D gaming to be something that required anything other then rewarding the players for their hard work.
Someone mentioned wish lists and a PC being 'due' an item. I hope that's not what it sounds like. If one of my players wants the Ring of Gaxx I should put the Ring of Gaxx somewhere in my Dungeon? I don't get that. How does the player know what magical items or artifacts exist in your campaign world?
Does anyone remember the old Dragon Quest cartoon (an imported anime by the creator of Dragonball). When the monsters were killed they would explode in a puff of smoke and gold, jewels and items would fall to the ground.Yeah, that's the way to do it.
AD
Um...yeah. I DM Eberron where, by design, you can get your sword enchanted or upgraded fairly easily if you are in the right location. It's far more interesting to me to throw out things like Troll Gut Rope, Anklets of Translocation, or Belts of One Mighty Blow than the perfect +1 weapon that fits someone's feat build.
It's not just that the player expects a Ring of Gaxx to be found in the dungeon if he wants one, it's that he expects that if he didn't find a Ring of Gaxx but wanted one, that DM will provide a friendly travelling merchant in the local village who will provide a Ring of Gaxx for fair market price in coins on demand, and that if the DM doesn't do this he is again being unfair and breaking the rules since the rules clearly state that such merchants do exist and do provide Rings of Gaxx.
I'm been playing for 30+ years and after reading the posts in this thread I feel my age for the first time. I have almost no idea what most of this means.
Adventure ATM?
Dumping magic items and integrating a cost-based system that allows players to purchase improved equipment by quality?
Doesn't anyone play using a more natural, organic method? You know, you fight evil dudes protecting an ancient evil burial mound and then there's treasure in the mound. Its not arbitrary or random, its based on what people would carry or where they would hide their secret stuff.
Granted I don't do it the ol' 'treasure type'/1e way but neither is it so complex. I wing it like I do 75% of everything else in my games. It just needs to make sense. My players don't tend to loot the bodies but they do look for useful clues and check rooms for traps and secret passages. You never know where the villain might be hiding or where they escaped to.
AD

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