I have to agree with AllisterH that it's not item creation (which should be more adventure-driven, imo) or magic item trade that's the problem, but rather the nature of the 3E magic items. The "Big <#>" was always a part of D&D, but the ridiculous bonuses were not. In 1e & 2e, you could get a +1 to some stats from an item (STR excepted), and another +1 from a tome/manual... and that was it. Rings & cloaks of protection did not stack with each other(although they both provided bonuses to AC & saves, instead of just one or the other), and I dimly recall them not stacking with magic armor, either. There was no natural armor bonus. That said, the ogre/giant STR items were really disgustingly powerful.Wulf Ratbane said:And this is the problem with the Big Six. Not that they ever existed in 3e, simply that the designers did not anticipate (for whatever reason) that players would zero in on those six items as the best possible place to focus their resources. It was not anticipated that players would all have the Big Six constantly enchanted to a bonus appropriate for their level.
The Big Six in brutally efficient combination broke the 3e math, and it was Item Creation and the trade in magic items that got them there.
The mistake in 3e was ramping up all the bonuses that you could get from items, allowing them all to stack, and creating an exponential pricing scheme where lots of smaller bonuses were cheaper, and more effective, than a few big bonuses.