Saeviomagy
Adventurer
You said "1) You get +1 magic items with properties at level 1, not level 6." In response to a post that posited replacing magic item bonuses with a flat 1/5.I don't expect them to be fully equipped in +1 items at all. By the time they have fill up those slots they -have to be- filling them with +2 items, simply because they -no longer get- +1 slots by the time 10 of the 15 slots of a party are filled.
A miscalculation. The average is 1.58 ( (14 * 2 + 10)/24 = 1.5833...).I don't know where you get your math from.
So... you're saying that the current system produces a very high amount of variability, based primarily on the DMs whim? Isn't that an argument FOR changing it?That's assuming you're not using those higher level magic slots for weapons for the party, and never do so until the end of the game. The second you start using those slots for weapons the power curve jumps up signifigantly.
OR you can have the more common spread of some items above and below +2.Remember, you get +2 items starting -AT LEVEL 2-. By the time you hit level 6, you can be fully decked out in +2 items and have slots to spare for other trinkets.
The fact that decking yourself out in a full array of +2 items is
1) The most effective tactic
2) Requires players to spend playtime shopping
3) Really boring
is a failing of the current system that would be eliminated by simply getting rid of all those boring static bonuses and replacing them with an automatic and reasonably paced +x.x/level
Instead of just stating that the numbers are wrong, and trying to prove that the entire idea is invalid based on those wrong numbers, how about you do something productive? What numbers do you think would give the result desired (ie - we end up with the same numbers that an party would assuming they get a random allocation of treasure and their shopping follows the same model when filling any unfilled slots)?