I noticed that too. Whether or not it's objectionable in principle, it is inconsistent with the table suggesting minimum levels by item rarity.Interestingly the level of the adventurer has zero correlation to the power of the items he finds.
What I find even more bizarre is that, while a level 1 character might find a Holy Avenger at the bottom of a goblin hole, a level 5 character never will (because "easy" encounters never yield "legendary" items, whereas the same encounter for lower level characters would be "tough", which can yield "legendary" items).Interestingly the level of the adventurer has zero correlation to the power of the items he finds. Level 1 adventurers are just as likely to find a Holy Avenger at the bottom of the goblin hole as world shattering badasses are to find one at the depths of Orcus's palace.
Granted, but the fact that it wouldn't work in your particular campaign doesn't make them inherently bad.The ability to ignore bad rules doesn't make them good.
The primary alternative I propose is that we abandon assumption (1), because I think it's a bad assumption (that, incidentally, does not even have any real weight of "tradition" to support it).What alternatives do people propose, if we work under the assumptions that:
- Item rarity stays intact.
- We want to be able to randomly create items, so some form of tables will stay in.
Well ok, we can do away with these assumptions, but then what do you propose to counteract the consequences? If you do away with item rarity and don't patch the game-functional hole it leaves, then characters are just as likely to find a Vorpal sword as a generic +1. Are you proposing moving to an item level system, like 4e had? Categorize the items for random distribution some other way? Also do away with assumption 2 so that DMs are left to their own devices to distribute loot, regardless of DM experience? Do away with assumption 2 but categorize items so that even inexperienced DMs can reward magic items while being cognizant of their relative power levels (like 4e)? Or are you fine with the Random Number God distributing Vorpal and +1 swords equally?The primary alternative I propose is that we abandon assumption (1), because I think it's a bad assumption (that, incidentally, does not even have any real weight of "tradition" to support it).
Other than that, I think we're lumbered.

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