The problem
Given that half the magic items you'll find will be common (as per the new parcel rules), and that they'll be roughly evenly spread in levels (with a few extra at level 30), it strikes me that there are not enough common items. I think a DM will quickly run out of items, or at any given level not have any common items of use to the party. Here are the current common items:
Low level items. These start at +1, and scale through +6
- Magic Armor, Magic Weapon, Magic Implement, Amulet of Protection, Distance Weapon (ranged), Bard's Songblade(B)
- Veteran's Armor (*), Defensive Weapon(*), Relentless Weapon (FHM), Vicious Weapon(*), Utility Staff, Defensive Staff, Rod of Dark Reward, Rod of Hope Triumphant, Rod of Deadly Casting, Autumn Harvest Totem, Axe of Sundering, Deathsteel Weapon (*), Deathsteel Armor (Heavy), Envenomed Ki Focus. Haunted Armor(*), Tanathriel Staff
- Amulet of Health, Anoited Mace, Armor of Cleansing, Chieftain's Weapon(SP), Flail of Winds(F), Armbow(xbow), Sylvan Armor (Light), Safewing Amulet
- Armor of Durability(hide+), Black Iron Armor (Scale, Plate), Fortification Armor (Scale,Plate), Hammer of Victory, Symbol of the Holy Nimbus, Collar of Recovery, Shielding Blade, Bloodthirsty Ki Focus, Anakore, Hammer of Victory, Shielding Blade
- Pure Spirit Totem, Raider's Crossbow
Start at higher levels
- Symbol of Vigor, Elven Cloak
- Rimewrought Armor
And here are the non-big-three common items
| Level | items | level | items |
|
|---|---|---|---|---|
| 1 | Burglar's Gloves, Headband of Perception, Eternal Chalk |
16 | ||
| 2 | Bracers of Mighty Striking, Belt of Vigor, Delver's Light, Shield of Deflection |
17 | ||
| 3 | Boots of Stealth | 18 | Boots of Quickness,Circlet of Indomitability, Belt of Vim | |
| 4 | 19 | Shield of the Barrier Sentinels,Helm of Battle | ||
| 5 | Parry Gauntlets, Gloves of Grace, Gloves of Agility, Girdle of the Oxen | 20 | ||
| 6 | 21 | Headband of Perception | ||
| 7 | Boots of Surging Speed | 22 | Belt of Vigor | |
| 8 | Boots of Quickness, Diadem of Acuity, Circlet of Indomitability | 23 | Boots of Stealth | |
| 9 | Shield of the Barrier Sentinels, Boots of Striding, Helm of Battle, Belt of Vim | 24 | ||
| 10 | Belt of Blood | 25 | ||
| 11 | Headband of Perception | 26 | ||
| 12 | Shield of Deflection, Belt of Vigor | 27 | ||
| 13 | Bracelet of the Radiant Storm, Boots of Stealth. Ebon Gauntlets |
28 | Boots of Quickness,Circlet of Indomitability, Belt of Vim | |
| 14 | Goggles of Night | 29 | Shield of the Barrier Sentinels, Helm of Battle | |
| 15 | 30 |
Given that half the magic items you'll find will be common (as per the new parcel rules), and that they'll be roughly evenly spread in levels (with a few extra at level 30), it strikes me that there are not enough common items. I think a DM will quickly run out of items, or at any given level not have any common items of use to the party.
For example, if your DM rolls on the treasure table, and determines that you find a common level 15 item, he has the choice of a Pure Spirit Totem or a Raider's Crossbow. And that's it. And I think the expectation is that a given party will find 2-3 level 15 common items as they level from 11 to 15.
Suggestions
So ... Suggestions of items that could be common? The item should not involve any resource management (no powers), and should have static properties that can easily be copied to the character sheet and then forgotten.
Herid_Fel suggested the
- Cloak of Survival (PHB, 9+). While this doesn't help a DM looking for level 4 items, it helps fill that slot for levels 9,14,19,24,29.
- Armor of Resistance (AV1, 2+) (but level 2+ already has the most options)
Going through the Compentium at random levels, Daag and I found the following that might work
- Earth-Wrought Hammer (no extra crit damage, prones instead)
- Pelaurum Armor (resistance)
- Riding Boots
- Climbing Claws (skill bonus, and a new weapon that can be handled automatically)
- Assassinbane Armor (can't be surprised)
- Brooch of Vitality (more HP)
- Sandals of Precise Stepping (skills booster)
- Bracers of the Perfect Shot (ranged Bracers of Mighty Striking)
- Iron Armbands of Power (makes a statement you might not want to make)
- Bracers of Archery (see IAoP)
- Staff of Tongues (skills, language)
- Frightful Weapon (skill)
BGibbons and Alpha_the_Great mentioned the following
- Reading Spectacles
- Deepfarer's Pouch
- Flying Hook
- Immovable Shaft
- Gem of Auditory Recollection
- Enchanted Reins
The following items have static properties that doesn't quite seem like they can be coded in the builder in such a way that the item can be completely forgotten, but they are really close
- Healer's Armor (might be overpowered as a common)
- Healer's Brooch (might be overpowered as a common)
- Tactician's Armor (+1 to Int Mod, except for attacks)
- Bracers of Brachiation
- Striking Staff
- Footpad's Friend (might be overpowered as a common)
- Varient Energy Weapons that don't have the encounter powers. "Property: damage done by this weapon/implement can be {fire,cold,acid,poison,psychic,radiant,lightning,etc} instead of any other damage type"
- Polyglot Gem
- Stylus of the Translator
- Woundstich Powder
- Silent Tool
- Floating Lantern
The following items were presented as ritual focuses. Having to find one at the expense of another slot doesn't seem approriate.
- Tenser's Circular Shield
- Unseen Servant's Hand
- Monocle of Comprehension
The following items have a main purpose of removing pointless tracking. Some of them don't quite follow the apparent design constraints for commons, but I think they could be common anyway.
- Everlasting Provisions
- Endless Canteen
- Cask of Liquid Gold
- Bag of Holding (minus the minor-action draw bits)
- Instant Campsite
- Aldron's Firebox
- Lamp of Discerning
- Endless Quiver
- Everburning Torch
- Sun Globe
- Restful Bedroll
- Pouch of Platinum
- Map of Orienteering
- Rope of Climbing
- Spymaster's Quill
- Sending Stones
- Blessed Book
Other suggestions for Rare Items:
- Master's Blade, but I'd like it to have a second daily.
- Claw Gloves: class feature in an item, and rather character defining. As a rare, IMHO should have a power or two...
- Opal Ring (duplicate from above)
- Zephyr Boots (perma-fly)
- Boots of Teleportation (teleport speed)
- All Boons/Talents/Trainings (fluff justification, and the free slot aspect)
- Dice of Auscpecious Fortune, Fortune Stones (slotless items that affect combat)
- Words of Creation (overpowered consumables)
