Doug McCrae said:
So the party fighter's magic sword, that he's spent about half his gold on, gets destroyed. Maybe by a blackguard, or a rust monster or a nightwalker or some such.
What happens after that? The PC's effectiveness has been greatly diminished. Does he get a new sword out of party funds? Do the other PCs give him a bigger share of loot until they all have similar magic item values again? Does the GM give him a shiny new sword? Or should he have relied on Greater Magic Weapon like the gish and the cleric?
This is the reason why I hate what I call the "metagaming rules". This is a pure case of metagaming.
"Oh, I'm not worried about my items. By the rules, I should have equipment suitable for my level so I'll get some back if something happens."
There's nothing wrong with sundering. It's realistic. If I aim for a particular item an enemy is carrying and I hit it, it should break or eventually break. What's not realistic is someone, through a twist of fate every single time, gets back something equivalent to what they lost within the same or next adventure. Unless they actively seek it, of course.
I do agree that magic items need a clear ruling on how many hit points they have. Currently, only shields, armor, and weapons have hit points and the rest you'd have to make a judgement call on. Materials have hit points, but why is it a magic sword can have 50+ hit points and hardness 10+ yet a magic ring has hardness 10 and, obviously, 1 or 2 hit points? That
ring of shooting stars? Gone in one solid hit. Yet it takes several to take down your Medium
+5 dagger.
You could always cast a permanent
Hardening spell, but I think magic items should definitely have more hardness and hit points than their unmagical counterparts.