Kamikaze Midget said:
I did this in FFZ by linking these bonuses directly to character advancement: everybody gains +x to hit, to damage, to saves, to ability scores, etc. as they level up, so you don't need to buy magic items to give you this boost. Instead, magic items are more interesting.
I did this also and it works quite well.
My layout is a bit different as it assumes a few minor items might be picked up along the way.
I agree with the notion that unless you as DM spice up the items they are boring. The big 6 are especially dull -- mechanical bonuses are a snooze when compared to A Holocaust Cloak --
Items need names, identities and purposes otherwise they are just pieces of kit.
The kit approach iss workable but hardly fantastic. In fairness some folks like Tom Clancy's Lord of the Rings. I don't and I assume a lot of D&Drs don't so I cooked up rules
I've posted these before (in the low items thread) but here goes again.
Levels 2,4,6,8,10,12,14,16,18,20 +1 to a stat -- this covers booster books and the basic level up
saves +1 at 4,8,12,16,20 -- covers for vest or cloak
AC bonus 75% of BAB -- this means a level 20 fighter would have an AC of 37 in plate and shield (heavy shields get an extra +1 to AC)with a 12 dex-- this is roughly 3 below what an optimized core fighter would have and its easily made up for with
Extra feats 1 fat @1,3,5,7,9,11,13,15,17,19
and for good measure +2 to all skills
To be at par with core a PC needs a stat boost item (like a belt or whatever) and a magic weapon or two (or wand or whatever) and maybe a ring or something cool -- thats it