UngeheuerLich
Legend
I repeat it again for you:This smacks of control-freak DM-ing. If you're going to run a world in which tens of items are found every level (and most eventually sold), and items are made in the course of story constantly, it's just inconsistent to presume that the PC's can't eventually find many items. There's a big difference between intervening as a matter of exception (because some items are simply broken) and doing it as a rule.
If you feel that items don't fit in your campaign, there's a fine rule variant; the inherent bonuses. You seem to presume that everyone shares this preference for every campaign.
As to the item rarity system; well, I feel that the pricing wasn't thought out well, that it was introduced poorly (making most items uncommon), and that I strongly disapprove of errata such as this which have major changes to expectations halfway through a game. I hate them as a player, and I find them completely unacceptable as a DM (bye-bye consistency). To pour salt in the open wound, it's an entirely unnecessary change. As are so many of the errata.
I hate inherent bonuses! This is no solution for me, as I told you before (on page 3)... and I don´t know where you make the conclusion, that I don´t like to give out magic items... some people seem to draw conclusions...
And no, I am no control freak DM, I think the rarity system allows more freedom. I want to give out items like candy. I want to encourage players to use the items they get... and you know what, not once a player told me that i am a control freak...
I want to make items that are flat out better than the norm, without worrying about any pricing...
I would not mind, if a player gets a +2 to damage item, i would even not mind, if he gets two or three of them... i also would not mind, if a player asks me, if he can turn the green dragon scale into an armorthat protects him from acid...
I would however mind, if someone created 30 level 1 items with a daily power and switches them around to squeeze out every little bonus...
I would mind, if i could not give my players an item that alllows him to do things he would not be able to do without an item of fear, that he just replicates the item and suddenly everyone in the group has it, because I set the price too low...
And I would mind if a player says: "hey, I do not need to collect dragon scales... the rules say, i can create the item without any component but gold..."
After all it is a roleplaying game, and good roleplayers like to interact with the enviroment... like to experiment (IMHO and IME of course)
Maybe you belong to a different group of (role)players... but don´t tell me I am a control freak just because I like the rarity system...
Its the immersion of your players into the story which should be the goal of a good DM... every rule element which takes away immersion is a bad one... and the magic item rules are better with uncommon items and components that are uncommon...
If you like a game where you can just cherry pick your equippment, play diablo... hey wait, diablo would not be that addictive, if you could just buy all those rare items...
[MENTION=27160]Balesir[/MENTION]: it is ok to disagree.
I just want to adress a certain point: In my opinion there is no way you can win D&D, you can just lose... and one of the fun parts of interaction (for me as a player) was finding an item and distributing it in the group in a way to have the best effect... and i like the random systems best... the random tables are a rule element i honestly miss... I really don´t mind if PCs are very lucky and find a +3 lightning sword at level 3...
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