My biggest problem here is the removal of magic items as purchasable- especially if you've been doing it already and players expect it. Of course talking with your players would be advisable, but I can imagine all sorts of objections.So first step to this issue: identify the behavior you want. What do you, the GM, want characters to spend wealth on?
I think for the 1, you need to use a carousing table- there are lots from other games. And carousing should have mechanical impact- again, there are games out there with this.
- Is this Sword n Sorcery where they spend almost all of it partying, living it up, and then it's time to go on another adventure because they're broke?
- Do you want them to invest in the narrative by funding causes/factions/etc that they care about?
- Do you want them to invest in the world by building a stronghold and being responsible for an area, guild, etc?
For 2, I suppose patrons, guilds, etc are the way to go. Organizations- again, with mechanical bonuses. I know 5e has some but I've heard they're weak.
3, there's Strongholds and Followers and A5e's strongholds.
BUT again, you really need to nix gold-for-magic items if any of these are going to work. Either that, or bribe/hope/ask/initiate players to participate so other players see that they can get cool things by engaging with them.
Maybe the first taste is free, that sort of thing![]()
Plus, my biggest issue would be that it's already been established in the setting... How to undo that, how big of a retcon is it and is it feasible... That's the problem I'd face. And sticking by my guns

Already I want to say "ok uncommon items are around occasionally but nothing higher is found for sale." But.. that leaves the door open
