Whoa,
Lago, I agree that 4e items have some serious problems. However, I think that a number of your points and analysis here are a bit baiting and looking to create a problem that isn't there.
Before we go further: Here are some of the aspects of the treasure system you didn't discuss
1) Item slots are focused: From the first presentation in the PHB the item slots are supposed to remain focus on a certain kind of effect. Boots do MOVEMENT stuff. If you want bonus strength that is on "Belts" etc.
The whole point of this is to prevent things like astral seal of the rangers twin strike from getting out of hand. If the desingers had actually remembered their design goals you wouldn't be able to get +healing in every slot, but instead in maybe 2 slots MAX.
2) It shouldn't matter how MANY items players have, but instead only that they don't have items to far in excess of their level. Or, put another way, the value of an item is related more to its level and less to its cost.
This sort of goes hand in hand with the above. The reason organic characters can have so much more is becuase it was not supposed to matter. As long as nobody in the party had items from a different tier of play, or more than the parties level+2 or so then the number of items shouldn't matter.
This was supposed to fix the wealth by level issue you were just discussing. Some people would blow their whole treasure pile on a sword. Others would turn it into a much better combination. Basically the item levels were supposed to be a shorthand to let the gamemaster know if something was appropriate. "Ideally" it wouldn't matter if players had lots of items or the minimum 3 (weapon, armor, necklace/cape). The other slots were supposed to be limited in how much additional vertical advancement they could provide and the level of the item also limited its modifier to something that would stay on the games rng.
Again, the item design failed at this from basically every book beyond the phb. Which is terrible and shows a lack of displine in the writting staff a lack of an editing staff and a lack of leadership from the design staff.
Now lets look at some of these other points.
Lago PARANOIA wrote:
- Characters gain the bulk of their magical power from what the DM decides that they get. A characters should never expect to be able to have enough money to purchase an item of their level. Not even if they hoard their money.
The alternate way of saying this is that the game was looking for a method of giving players mostly the items they wanted without resorting to "give players whatever rolls up, let them sell it and buy the thing they want"
The idea is that its more satifying to take the sword from the torlls horde and discover its the one you want than it is to get a sword nobody would ever use but is supposedly worth a ton, take it to town and sell it for a sword that the somebody will use.
There is a second part of this that is really examining the "you only get 20% back when an item is sold" rule. Which I really put in the "don't be a dick rule" group. 4E has a ton of "don't be a dick" rules. The intent is to prevent players from selling all their magic items to instead purchase a single more powerful item. While it also makes it very difficult to buy items at your level (requiring you give up 5 magic items of equivalent level) what it really is trying to prevent is players buying items above their level which it does because to buy something above your level requires pratically selling every position a whole party might own.
- Characters must be able to get a weapon/implement, some armor, and a neck slot item. Anything else is considered unnecessary.
True, and this actually shows how the equipment for chracters starting above level 1 was determined. Players are given the number of things needed to build a combat ready character.
- PCs should not be able to obtain magical items or treasure outside of the reward schedule.
What exactly do you mean by this. Its quite true that the game doesn't expect players to get treasure/resources from a source not related to the adventure or their past adventuring careers. But again, I think that the design goal was "a players power and equipment should come from in the game proper and not from rules interprutation, skill useage, or other out of game time activity." Weather that should have been a design goal in the first place is debateable.
- Characters should frequently outright replace key items. Not just by going from a +1 flaming bastard sword to a +2 flaming bastard, but from a +1 flaming bastard sword to a +2 lightning-burst rapier.
I am not sure if this was a design goal, but it certaintly appears that the item designers believe that adding an additional +1 is always better regardless of the property attached to your current equipment.
- Consumable items bring be a permanent hit to a character's resource pile. If it weren't for the quadratic nature of the magic item system, you would seriously expected to pay for that potion you drank last year for the rest of your life.
This is actually the issue really seperating 3e from 4e. Basically you have define how wealth by level is different from the parcels. The parcels I guess you could call "wealth by career." The problems are obvious especially with the fact that the ritual casting system being based on spending money only makes fucking sense if you assume a wealth by level based game. Otherwise every ritual is as bad if not worse than a potion.
The fact the rules specifically say that its a bad idea to remeburse for spent consumables seems strangely like it exists to be broken. Like the whole game is saying, "you know you have to do this different"
Whatever, your right, this part is both a design goal and completely retarded.
- Characters should be discouraged from trading in magical items they don't want for magical items that they do want.
Considering that the DMG recommends that players make lists of items they want and give them to the DM and that the DM should basically use these and his best judgement to put magic items in the treasure pile, I think that calling this a design goal is sketchy.
Again, the games economics are not designed to prevent players from getting what they want, but instead the design is to put every concievable barrier in the way of players getting magic items that are game breaking while those items are game breaking.
I would say the design goal is that players earn their favorite and most treasured rewards by playing and not by shopping. "This sword came from when we defeated hexag, lord of the firelands" and not "I trade the bundle of +2 swords from the firelands adventures for that holy avenger now."
- No monster looting. Ever.
Again, this is the don't be a dick rules. Also, this was done for ease of play.
Did you ever have a 3e party that took everything off the dead? I mean weapons, armor, clothing, shoes. I had a player who used to take teeth, livers and other body parts from humanoid and nonhumanoid foes in the hope that they were worth something as a magical component.
Now, I assume you realize that you are supposed to SUBTRACT this wealth from the wealth found in treasure chests and other caches in the wealth by level system?
I mean, I once had players who ripped out the marble floors of an evil wizards palace - using wealth by level then somewhere else in the advenuter I give them less money for doing so. However, if you have got that money in some magic items, and some of it in gems or art etc it gets to be a pain in the butt.
It is much easier just to say "the only things of value the orcs carry is XX" and then mark off one treasure parcel. Or maybe you really liked that high level parties kept extrademsional spaces filled with enough boots to equip whole armies.
- Non-combat items should draw from the same resource pool as combat items.
Agreeded, another problem especially since the designers had a whole blog where they basically argued that combat powers and non combat powers cannot really be balanced against each other because they never have comparable value.
Anyway, the system is not great. However, I would put more onus on those who didn't follow their own design rules about what was going to do what and therefore broke the system to nothingness rather than on some of the design goals themselves.