Zaran
Adventurer
Much as I think 4e is perfectly ginchy, the lack of mules probably has something to do with a design decision I don't personally agree with -- spending gold on magic. Once you have something clearly superior to spend gold on, unless you have some really roleplay-heavy players, magic is the best thing to spend your money on. And that gets kind of tragic. I prefer games where cold hard coin is something you're encouraged to spend on luxuries: spyglasses, sailing ships, owning your own property (and improving it), ale and whores. I really prefer having a "magic economy" that's divorced from gold, because then players feel that a fine standard of living is what gold is for, and act accordingly. It was a problem in 3e, and it's still one today.
Now that we've got the whole "alternate rewards for magic items" set up, there's really such an opportunity. Let people use alternate rewards as the basis for a separate economy of power-ups, and then figure out a gold-just-for-luxuries economy. Probably won't happen, but ah well, one can dream.
My thoughts exactly! Personally, I do not think "they" designed the game so we can go to the magic emporium and buy a glowing codpiece (or make one if you like that sort of thing). By the time we can afford something like that we've out-levelled it.
In the game I'm in now, my party is flat broke because we blew all our cash on a big house and nice curtains. Does it grant us any kind of game mechanics? Not really. But that sort of thing still has a place in the game and it would be nice if we didn't have to burden the GM with having to figure out prices and wall-paper patterns.