I've figured out why there are no random magic item tables. I'd like to thank pr1 for providing the major hint, quoted here:
A character who specializes in a certain weapon group should always have a level-appropriate weapon from that group unless the DM consciously decides they should not.
Randomly generated treasure puts the presence or absence of such items into the hands of the dice, rather than the DM. So the random treasure tables had to go.
After I had that rattling around in my brain for a while, I was reminded of the following statement:pr1 said:Because if there's no consequence to player choices, those choices don't mean a whole lot. What does it say about my fighter who specializes in a glaive? It's not a common weapon, and that means sometimes he has to make tough decisions, like whether to use a mundane glaive or a +1 longsword. If there's a factory making my weapons and placing them in dungeons especially for me, that's not realistic or a particularly challenging (or fun) choice.
It is a general design principle being cited as to the reason that sneak attack now works against undead, constructs, and the like. If we apply the same principle to the current discussion, we get the following:Races and Classes said:A DM must make a conscious decision to shut down a PC or close off a set of options.
A character who specializes in a certain weapon group should always have a level-appropriate weapon from that group unless the DM consciously decides they should not.
Randomly generated treasure puts the presence or absence of such items into the hands of the dice, rather than the DM. So the random treasure tables had to go.