Raven Crowking
First Post
There's a paradox here. A major part of rpgs is the tendency to define, to categorise, to enumerate, to systematize, to represent numerically. In short, to make the unknown known. If magic means unknown or mysterious and magic is the essential part of fantasy then the term 'fantasy rpg' is an oxymoron. It's impossible. You can have a fantasy novel or a movie, but not a fantasy rpg.
Maybe the answer to the paradox is - only the GM should know the rules.
It was inherent in earlier versions of the game that what magic items were possible were intentionally hidden from the players (hence the admonition in the 1e DMG that players not pry). Not only that, but it was easy to create new magic items in a system whereby the means that characters in the world make said items need not be known. Thus the plethora of items found in the Encyclopedia Magica which are just plain wacky, as opposed to those found in WotC-D&D, which are all-too-often just plain bleh.
Inarguably, the +X items of OD&D began the idea of items that add to the characters in a numerical way. I would say that this is still an important function of magic items within the game. However, the really fun items are often a heck of a lot more quirky. And quirky doesn't mean the ability to cast one particular spell (freeing up a spell slot) ala the Wand of Cure Light Wounds.
If experiencing magic and mystery are among the goals of players in a D&D game, I note that placing the magic items in the PHB is among the most boneheaded moves possible. The addition of rituals (in 3.5 UA, and later in 4e) is, OTOH, a good idea, because a ritual allows any type of magical effect to occur, opening the door to mystery once more.
IMHO, at least.
RC