AllisterH said:
Um, no it doesnt. I don't think you've read the rules clearly.
The 4E magic item parcel system insures that for your level you WILL have the required static items. If you're a 1st level fighter, the system will insure you GET that +1 halberd due to the fact that you FIND magic items of higher value.
At level 2, your DM can randomly roll out a +2 bardiche and the point of the system is to force the player to decide, "Do I really want the +1 halberd or keep the +2 bardiche".
Remember, he doesn't NEED the +2 weapon until level 5 at the earliest and level 15 at the latest.
What it does do is actually make magical items WORTh something when found
(You're argument basically means that the DM might as well put GP instead of magical items as treasure)
What I want and what I need are two different things.
Sure, I don't need a +2 weapon immediately. Sure I could wait until level 15 for it. But it's not likely I will want to wait that long.
Especially if I have a +2 weapon I am lugging around that I can't or won't use. If I'm specced to be good with certain weapons, but the only +2 weapon I have is something else, then I'm better of using the weapons I'm specced for, even if they're only +1.
But when I go to town, and find a guy selling a +2 version of my favorite weapon, and I say "hey, I'll trade you my +2 weapon for the +2 weapon you're selling" and he says "no way, man, your +2 weapon is only worth 20% of the value of my +2 weapon" - that's when the 4e buying/selling model gets a little weird.
Essentially, the 4e rules mean I can never realistically rely on selling stuff I find but don't want, or stuff I used to want but now I don't want it any more (maybe I upgraded).
Which might even be OK in a world where the DM hand-picks every magic item I find to suit my character.
But what about the DM who buys H1, or H2, H3, P1, or any other published adventure and plays it as written? Now we're all screwed.
When my level 15 character goes off to join your game, and I have a couple crummy lowbie items because my DM only used published modules that never had any items I would use in them (everything I use I bought after selling the useless junk for 20% of its value), he won't be really compatible with the rest of your players' characters who have useful level 15 (or higher) items that you hand-picked for them.
This kind of inequality could happen within a single group with just one DM. Suppose the cleric gets a nice pair of boots one dungeon, and a nice belt in another dungeon, a nice mace in a 3rd dungeon, and a nice cloak in a 4th dungeon, and a nice amulet in a 5th dungeon. But in the same party, a fighter got 5 fairly comparable weapons. They each have 5 items, but the cleric could use all of his items in a single fight, while the fighter will just pick one to use all fight long. And that poor fighter has no option to go to town and sell 4 of them for some new stuff - heck, even selling all 4, he won't have enough cash to buy even ONE new item.
Sure, that would be bad DMing.
But not all DMs are good.
And even good DMs could find themselves in weird moments, like when a perfectly outfitted character has a dozen beautifully hand-picked items, but then he retrains some sbilities and finds those items are useless to him and wants to sell them, or trade them, for different items - now he's screwed by the 20% rule.
Wouldn't it just be better to have a buy/sell rule that doesn't force all characters and all DMs into a single paradigm of having the DM always hand-pick the items for each player and of having those players guarantee to always contstruct their character so that thos hand-picked items remain useful to them?