Re: Re: Magic Items And Campaign Balance?
S'mon said:
I agree with 'him'. 
You don't need to have free trade in magic items (an idea which would be horribly disruptive to many lower-magic settings) to have viable Fighter or Rogue PCs. That said, a game with NO magic items at all will make Fighters much weaker than Clerics or Sorcerers at higher levels. In my game, you can usually buy minor potions, and higher-level NPCs often have magic that can be looted or traded for - defeat the 12th level Fighter and get his +2 sword. Permanent MI like +1 weapons can occasionally be bought or commissioned. This seems to work ok.
I tend to disagree with doing stuff like that, because situations like this will occur:
Fred The Fighter: Crap, the enemy is flying! I can't touch him!
Steve The Sorcerer: Not to worry, Fred. (Steve fries the enemy.)
Fred The Fighter: Damn, you're good.
Steve The Sorcerer: That I am. Oh look, there are some kobolds you can smash. Have fun!
Fred The Fighter: Crap, the enemy has DR+3 and I only have a +2 weapon! I can't touch him!
Steve The Sorcerer: Not to worry, Fred. (Steve fries the enemy.)
Fred The Fighter: Damn, I wish I could be more useful.
Steve The Sorcerer: (Pats Fred on the back.) It's ok Fred, you're good at being a bodyguard. And oh look, there are some kobolds you can smash! Have fun!
Fred The Fighter: Crap, the enemy is invisible! I can't see him!
Steve The Sorcerer: Not to worry, Fred. (Casts See Invisibility and fries the enemy.)
Fred The Fighter: Damn, what am I even doing adventuring?
Steve The Sorcerer: It's okay Fred. We can't all be as amazing as me.
Etc, etc. There are too many situations which practically require Fighters to have good magic items (and specific ones) to do well. When you take away a Fighters choice of what magic he can buy, it's no different then it would be to start randomly rolling for a Sorcerers spellcasting choices. And if you limit it, it's even worse.