Sounds constructive. First, all found magic items should be useful and interesting. You shouldn't have to carry a bag of vendor trash to town to exchange it for the magic items you really want. To facilitate this, the game has to built such that characters don't rely on receiving bonuses and abilities from a large number of piddly items in order to function. Characters stripped of their equipment should be weaker (1 or 2 CR at most), but still basically functional, and items should scale well to level instead of needing replacement or upgrade. If all this is done then random treasure tables are fine, but I think if magic items are to be special they shouldn't be handed out like candy.OgreBattle wrote:So, could someone sum up what their ideal magic loot system is?
Second, while it is fine (and fun) for the majority of items to be found, there needs to be some way for players to obtain the magic items they really want. Wishlists are one possibility, but I think that is a last resort for when better options fail. I don't like magic item marts myself, if it fits your gameworld there might be some items for sale but the really important ones, the ones that are important to your character concept and which bards will song of when they tell your character's tale, those shouldn't be bought at a store, and those are precisely the items that we worry about players having access to. Quests are a good solution, maybe there should be metagame currency allowing players to pick quests for that kind of thing. A good item crafting system is another option, but the problem there is most games don't let you craft anything unique, and there are usually no restrictions on creating tons of items. I think for the really important items like artifact swords there would need to be a crafting currency, any given craftsmen can create only so many Excaliburs. Finally I think there should be character options where your character just has the item he wants, like an ancestral weapon/armor feat.
I guess if I wanted to sum my opinion up in one sentence it would be this: magic items in TTRPGs should work like in myth, legend, and literature, not like in Diablo.