Actually, it makes PERFECT sense.It's kind of funny. My young teenage daughter plays in our group and when we discussed the common item concept and I mentioned that only about 1 item in 30 is common with the current definition, she responded with "1 in 30 items are common? How's that common? I don't think that word means what WotC thinks it means.".
Sometimes kids see what adults do not.
Or, in other words: your daughter should probably take an economics course.![]()
I was only responding to the comment that WotC's definition of "common" was somehow flawed-- it isn't. It makes absolute, perfect sense for the most common items to be a tiny fraction of the item list.
Does it? There is a compelling reason why the WotC selected way is "flawed".
This is a game. It's supposed to be fun and enjoyable.
The super tiny fraction of items that WotC picked are limiting and boring. +2 to Stealth is ok for a common item, but +2 to damage isn't??? The game is played by human players who look for enjoyment. It might make some plausibility sense to you, but for a game concept, it's less useful if there are an extremely limited number of items that players can craft. The model only works if it makes the game enjoyable for the players. Any model, no matter how plausible it seems, is less useful if it minimizes some fun aspect of the game system.
The suggested guideline is that 50% of all item acquisition come from this tiny 3% (and for games that do not include dragon or dungeon or some other items, the total number of common items is even smaller).
And, again - no, because they are in-game terms. There are more of these items in character, even if there are an equal number, or some wild disparity, out of character.
You are treating people's defense of the term as an in-character device as a defense of WotC's existing rarity distribution, and I don't think that is what anyone is actually saying. They are just defending the actual definition of the term as valid from an in-character perspective, and I think you are missing that.

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