But, if "No magic shops" was a given in, say, 1e (as many contend), that is a limitation in the RAW that precludes selling magic items wholesale. Hence, if you don't include the RAW in what has to be logical, then the same observation applies to all editions, and again the argument collapses. After all, earlier you were concerned about the idea that previous editions had spells that could easily make magic items, yet the RAW assumed no magic item shops.
But, your assumption is that such items must be sold in a shop. Why? Why would a leader of a city be forced to go to a magic shop to buy continual light stones? Why couldn't he simply deed some juicy land to a sympathetic church and reap the benefits? I brought this up earlier and it got lost in the wash I think.
One of the problems here is the assumption of power. Feudal states were rarely so concentrated. Sure there were kings and emperors, but, it was the guys a long way down the food chain that held the bulk of the power. What Lord Bob does in his land was pretty much none of the business of the king so long as he paid his tithe.
Sure, the king could likely squash any individual lord, but, collectively? Not a chance.
The idea of such a centrally controlled state would REQUIRE magitech for communications purposes if nothing else. When it takes days to travel 100 miles, the power of the king ends pretty quickly. Simple geography defeats a monolithic government. Even Rome, an extremely powerful state, had very little say in the day to day existence of any of the provinces. China was more a series of independent states that paid lip service to an empire than anything resembling a modern nation state.
Without the means of communication and travel, you can't have a nation state. The idea is really more anachronistic than magitech.
Jon Snow said:
The "Christmas Tree PC" thing is just something I wish was less "written in" to the Core Rules. Again, not something I can't change, I just wish it weren't so much a part of the game. And when I say "part of the game," here's what I mean. If you take away the character's juggling of their magical toys, the players have less "fun stuff" to do. Now, a game like Iron Heroes fixes that by giving the PCs more toys to have fun with, but those are ADDITIONS to the game.
Basically, I'm asking why has so much of the game's "fun factor" been built around "magic management?" Is that what people want?
I highly disagree with the assumptions here. The idea that 3e characters are walking Christmas trees and that this is something new is very removed from my experience.
Let's take a 7th level character. This is admitted by many to be the middle of the sweet spot for gaming. A 7th level character by RAW is toting around 19k gp in equipment. So, let's give him the following:
- +1 armor 1000 gp
- +1 shield 1000 gp
- +1 sword 2000 gp
- +1 bow 2000 gp
- Gauntlets of ogre power 4000 gp
- 4 potions of whatever 1000 gp
- Ring of Swimming 2500 gp
- Amulet of Health +2 4000 gp
- 1500 gp in sundry non-magical items - horse, armor etc.
Now, I'm probably a tad on the high side for this guy. But, whatever. Now, how much different is he from a fighter with no magic items? He has 7 more hit points, +2 to hit, +2 to damage and +2 AC and a bonus to swim.
Big deal. This simply isn't a big enough issue to worry about. Actually, he doesn't have +2 to hit since the non magic fighter might have MW weapons.
Really, who cares? You could take away some or all of those items and it wouldn't make the slightest difference. (Unless you start tossing in all DR/Magic bad guys

). It's just not that large of a difference.
At very high levels, 14 or 15 plus, then you see Christmas trees. But, come on, these are the wahoo levels anyway.