LostSoul said:
Giving magic the right "feeling" doesn't have anything to do with rules.
I see it the other way, however. Nothing stinks worse than trying to explain "flavor" reasons for a limitation when the counter-argument is the rules "as written". Indeed, while a sizable degree of flavor is possible with the rules as-written, these rules are also contrary to a multitude of other possible flavors (and seemingly these other possibilities are preferred by more than a few).
It comes down to what you do with them. If anything, I think having PCs create magic items gives them more flavour, because then it's something the PC made himself.
I'd be inclined to agree; However, you also point to the obvious. As the rest of mmu1's post stated...
The current rules really help to cheapen magic items, and make them repetitive and boring. Instead of "hmm, interesting, I would have never had this made, but let's see what I can do with it" you bascially end up with people flipping through the DMG magic item section like it was a store catalogue, and trying to get the same efficient and boring junk every time...
...it is what is being done with them that is the problem, because this is the "feeling" that the rules present without the DM and/or Players deciding otherwise. When a DM
and the Players in his group have similar desires for more flavor, than more flavor is easily put into the mix. However, as mmu1 states, some do indeed feel it's their "divine right", often labeling a good (hell, even great!) DM as being a bad DM for this simple fact alone regardless of any other qualities he/she may have at the task.
By the same merit, however...
Well, if you still plan to use the CR and EL tables for experience and deciding what an appropriate challenge is, you are screwing them over.
This I agree with completely. Obviously, however, I'm not using them (and, appearantly, niether are many others). At the very least, I've found these tables are generally off (for my purposes) from the 5th-15th Level range, as they assume a natural

confused: ) progression of items from minor to major. I'm more inclined to with-hold the majority of magic items until hitting the Upper Level range (12+ by my measure), and then bring in the heavy-hitters (or grant the PCs the required knowledge necessary to "unlock" or "awaken" the potent items they've been lugging around for since the Lower Levels). Once that happens, the tables fall into line (or, as I often say, "fix themselves"

).
Jus' me two coppers.
