I was originally going to make this another suggestion regarding the Trap the Soul spell and the soul gem drops there from. But I am seeing a disturbing trend that many other folks have commented on as well - the "single drop/open grab" item in the game.
This problem started with the 'new' Whisperdoom quest about two years ago. Random "good" treasure was lying out in the open which only one party member could pick up. This was a huge change from the relatively "chump change" items that would fall out into the open from broken crates, etc - and that the breaker of said boxes would probably pick up right away (not being distracted by combat or anything). This quest caused a huge flap - and was actually shut down a number of times to correct various issues (notably the ease of zerg looting the very 'Ninja' items I am talking about). You would have thought that Turbine would have learned from this fiasco, but apparently time puts blinders on....
Next came the Trap the Soul spell. Now, a wizard/sorceror while in combat (trying to help fellow party members stay alive) would cast this spell (at range usually!), and then move to another target (or spell) until the battle was over. Unfortuantely, he/she would have to remember how many times he/she had cast the spell, how many times it actually took effect, and WHERE after the heat of battle, the monsters had been standing if he wished to collect the soul gems. All this in addition to getting to them BEFORE his fellow party members decided to grab them themselves (granted less of an issue with guild runs, but a HUGE problem with PUGs). By an by, this spell has became a relatively forgotten issue as most casters will not load it anymore for a number of reasons. One: there is a very expensive component requirement (dragonshards) that takes a bit of time to craft, two: it has three 'versions' that each take a different version of said component, three: it requires some prep in order to make sure said components/time are not wasted (casting Enervation on a target several times to lower its save) before actually casting the Trap the Soul spell, and finally, four: AFTER ALL OF THAT - some yahoo comes along and ninja grabs the gem that drops in combat while the caster is getting beat on by some of the bad guys friends. Thankfully there is only one gem really worth anything in the game (currently) - and every caster I know solo the areas that produce them to avoid any ninja grabs (this in a party oriented game...). An easy fix for this would be to have the soul gems just drop into the caster's inventory on success - how hard can that be to code?
And lastly, Epic scrolls. Why, oh, why did the Devs decide on this mechanic? I understand that they want to make them rare (only one person can loot the drop, unlike ordinary treasure bags that drop from monsters), but for heavens sake, an OPEN/NINJA looting system for them. REALLY!?!?! Many folks have suggested fixes for this (see the many/multiple threads on this issue) and I wholeheartedly agree that it does need to be fixed. (My suggestion, if the Devs really want to keep the 'monster drop/scroll' mechanic; make it a lottery. One person who clicks on the scroll will get it - guaranteed. However, who that person is in the party is totally random (and has the option to re-assign). That way everyone has an equal chance at it - regardless of any 'ninja' actions.)
As I said at the beginning, this was going to be primarily a suggestion to fix the mechanics with the Trap the Soul spell (just have the gem drop in the casters inventory automatically), but because of the continuing trend toward selfish/anti-social treaure drops in DDO I felt the need address this 'ninja' system as a whole.
Please Dev team, PLEASE. Stop this. DDO has a fantastic loot sytem in place (no spawn camping/ninja chest looting/etc.), let's not continue down this slippery slope. Fix the current 'ninja' items to be more in line with DDO's famously fair loot mechanic and you'll make a bunch of people very happy!