Our DM used it tonight after we defeated the gangbang of harpies. First he mentioned we found a magic weapon and then said his roll indicated a minor specific item. So flipping some pages he finally determined it was a rapier. Then he rolled 00 to determine what it was. Being grognardy enough I was excited thinking about all the cool results in the 1E treasure charts. However, he then said he was going to take that back. Apparently it turned out being a masterwork rapier. Hardly something 6th level characters would get excited about.
So with a reroll we found an arrow of slaying - earth outsiders.
Actually, in my games, they would get at least a little excited, since by 6th level my groups are lucky if half of them have magical weapons yet. Not only that, they are such cheap bastards they won't buy themselves MW weapons, armor, or gear. Despite having plenty of gold to buy at least a couple of MW weapons.
I'm now wishing I had a Core rulebook without the magic items, to save on weight.
There have been some minor mistakes in the book as to be expected, but I just noticed a big one. On the random weapon table 7-13 pg307 it is missing number 66-84 which makes that table all but useless.![]()

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