-Magic item shops must exist, because you can swap out magic items so easily.
No they don't. the time inbetween adventures is
arbitrarily large - so the possible explanations for your new equipment is
arbitrarily large. There don't have to be magic item shops. If you want, the equipment could come from your "bat cave", or be the stuff you managed to haul back from your last adventure (the one that happened in between the last one you actually role played and this one), or whatever.
K's system requires a "bat cave" - which since many characters are "wanderers" is kind of ass. My system can support literally any explanation for character reequipping you can imagine.
-Your world must be high magic, and the amount of magical items are standardized.
I don't even understand this complaint. It can support things considerably less high-magic than D&D's standard. And since the signature items are not standardized, the level of magic is considerably more adjustable than K's system.
-There's lots of paperwork.
I'm not going to argue that, because there is. But K's system requires that you do the paperwork on whatever magic items you can support as well - and it requires you to keep track of individual found items and current total money, and all that crap. In my system you only have to worry about minutiae
once - and it's between adventures and it can be looked up in a table.
In my system, when you get to 9th level, you do some paperwork, and then you're basically done until 10th level. In K's system the paperwork is continuous because you need to keep a paper trail of all the stuff you've found all the way back to 1st level.
Tracking a few trinkets you brought back to your batcave is nothing compared to constantly doing math and making sure your equipment equals the new total for your level.
That's a good one. It's
exactly the same thing except that in one case you can only "buy" the things which are on your giant running batcave registry, and in the other you can "buy" whatever you want. In short, the one is
exactly the same as the other except that K has an extra extremely long list to keep track of and I don't.
-The system doesn't actually allow you to hand out anything as the DM.
That's a strange assertion to make. In my system you can hand out signature items that last forever, or you can hand out non-signature items that last until the end of the adventure.
In K's system you can still hand out signature items, but for no reason they all have to arbitrarily be intelligent for some reason. And in K's system you can't hand out equipment that lasts until the end of the adventure.
K's system instead allows you to hand out RPGA style "adventure certs" that allow you to purchase specific items with your running item value - but since you can also simply add powers to items you already had I'm not sure what good this actually does you.
So no, the possibilities for handing out swag to the PCs are
increased in my system. In my system you can get:
Non-intelligent signature items.
Equipment that lasts until the end of the adventure.
In K's system you can get:
Seemingly meaningless RPGA-style Adventure Certs.
Completely nonfunctional ex-magic items for you to put in a big pile and have to neurotically keep track of for the next 19 levels of play.
I fail to see how
my system fails to give the ability to hand things out to the DM. The only way K's system allows you to get around the wealth-by-level system is with Intelligent Items. I don't even recall Excallibur as having an intelligence or talking at any point, so it seems to fit my interpretation better than his.
-Username17