Deriven Firelion wrote:
The math is the way you make something feel powerful and important.
Disagree. The story/narrative is the way you make something feel powerful and important. Math is just a tool like miniatures, grid maps, pictures, handouts, etc. that give us a framework to deliver that story.
Deriven Firelion wrote:
...the power curve is not only expected, but desirable by MYplayers.
Fixed that for you. Just because your players want an ever-escalating power curve, does not mean everyone does. And I don't see how getting another +1 on your weapon would be considered exciting. You already improve your attack modifier by 1 every level anyway and the higher level you go, the less a single plus matters to the math. Alternative powers, and special effects are much more interesting, IMO. If potency runes are all that excite your players, then why not just use the alternate system from the GameMastery Guide? That way they can ensure they will get all their 'pluses' on time. You can reduce the burden of having to constantly come up with magic items as treasure and/or making them available to the bad guy who you have to slay in order to gain them.
Since the GM has complete and total control over the stats and power of the challenges, you cannot use math as a justification for magic item awards. They are only necessary if you make them necessary.
But, of course, everyone should play the game how they chose to. There is no such thing as a universally accepted rule. Everything is subject to our personal preferences. So, if your group wants all the magic items, then give it to them. Just don't make the mistake that it is required or it must be done.