Trade goods is one you missed
Why not have quality grades for weapons which translated to bonuses to attack and/or damage?
This distinction leaves out potions and scrolls.
Treasure in D&D is odd, because almost anyone sane would stop adventuring after finding their first chest of gold coins, buy a plot of land, and become a proper gentleman.
Except that taking "crazy" risks made good sense throughout most of human history. If you were the first son of a landowner, you could hope to maintain your father's status. If you were the second son, well, good luck. And anyone else? Enjoy your poverty. You might do well enough to marry, and some of your children might live to adulthood."Sane" and "adventurer" are two words that should never collide in the same sentence.
Many players seem to balk at the notion that trade goods may be valuable, but it's work to figure out how valuable, to get them to market, and to find a buyer -- especially if you're trying to hide the source of your new wealth.I'd like to see more emphasis on non-monetary (cash/gems) treasure -- trade goods, art, jewelry, and the like. But it's difficult to do, since to make those things value the items themselves need detail, and the campaign needs an economy that can make sense of such things.
In my experience, if you don't have the economy piece down, all treasure just becomes monetized so PCs can get what they want, and you may as well just hand out piles of GP.
Many players seem to balk at the notion that trade goods may be valuable, but it's work to figure out how valuable, to get them to market, and to find a buyer -- especially if you're trying to hide the source of your new wealth.
I would like my style not look like stingy.Magic items have to go back to 2e, and obligations have to come back so PC's have something to spend money on (strongholds, upkeep, politics, etc).
I would have magic items be handed out at a rate of 1 per dungeon/level. I'm tired of PC's being bored by magic items because they get 3-4 per level. The more magic items you give PC's the less interested they are in each individual item.
I think I prefer to have a relatively realistic prices for goods and services. I would also probably reduce the amount of treasure given out, so that PC's generally only become wealthy around level 10 or so.