Hmmm. I don't know. Perhaps I'm an old school fossil, but I'd simply say to the player that wants to start up an 8th level paladin character the following:
There you go. No walmart necessary.![]()
Why not just, "Blah blah [previous adventures] blah blah"...? Which still allows the player the freedom to choose whatever equipment he likes...
Nope. My house rule is that you can buy anything listed in the Player's Handbook, as long as it's within the town's GP limit. To buy other things (including magic items), you have to find a seller, which takes one or more successful Gather Information checks. There are no magic Wal-Marts in my campaign world.Do you have that problem in your games, that players/PCs seem to think they should be able to have anything in budget, whenever they have the money?
SHARK'S approach is the one I tend to favor in those cases, especially when it comes to obscure but very good splatbook items like the Healing Belt. A character should get level appropriate gear that fits with the character concept and the setting if you're starting them after 1st. But what you've got is a player issue rather than a character issue.
Just remember when it comes to the basic bonus items that a certain amount of bonus from magic items was expected when they built the statistics and if you don't want to allow those items you need to boost the characters directly to make up for it or higher level combat starts getting mechanically unbalanced. I personally just toss those bonuses right onto the characters and get rid of the vanilla +x items.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.