Vyvyan Basterd
Adventurer
I think, though I might be wrong, that Tequila Sunrise was more trying to get at the Diablo idea of weapons that are very specific in effect and boosted specific skills that may not exist in your party.
For example, getting a magic dagger that makes your Fireballs hit harder is rather pointless if you don't have a wizard who likes casting Fireballs.
A wizard who "doesn't like casting fireballs" is different than a warlock that can't cast them. Your hypothetical dagger is only useless to the latter. If I give out said hypothetical dagger and the player decides not to make full use of the item that is his decision.
billd91 said:Or is the DM giving the NPCs items appropriate to their own powers that the PCs don't, in turn, want?
Another distinct difference in 4E: most NPCs do not have PC powers. Like it or not opponents are built with different assumptions in this edition which pretty much makes giving them items less necessary. You can certainly model the game around giving rewards that the party can't make use of but you need to remain aware of how that effects your game. If you hand out mostly items that the group can't use and stick to the 50% sale value of Uncommon items, you should realize that you are handing out half the reward the baseline suggests and may want to scale back difficulty if you see the group having too hard a time or find some other factor to keep things in the range of fun challenge (whatever qualifies as such for your group).