Turanil said:
If you go to the magic shop with your big bag full of 50,000 gp or so to get a +5 stuff, this isn't magic anymore. This is the fantasy equivalent of a modern technological equipment. As such, IMO it loses all flavor of what magic is supposed to represent.
I disagree with this, IMC anyway, magic is technology --
Now I stopped the "need to swap" problem by giving my players cool items that level up with them -- that +1 Two Bladed Staff -- main gain new powers in time as may your amulet or barcers -- the "GP per level" equation stays the same but the number of items and the need to switch them out is reduced--
basically you can't get Aundril or Excaliber at level 1 but you can get a sword that will become Aundril or Excaliber
Also I allow the players to buy any non destructive "charged" item they are interested in any decent sized city -- these are OTC stuff and very common as they can be made from the magic in ordinary things
+1 weapon and armor can be bought at list price as can +2 with a few good rolls since they are juiced up masterwork and masterpiece items
Destructive items can be had but they may be illegal
Stronger stuff and permanent items need to be commisioned or aquired at a very specialized dealer in a very big city -- they require hard to get power components to make
Now In my high magic game with common planar travel and loads of power components avavilable magic is a commodity -- find a city with the right GP limit and roll am Information gathering, Knowledge Local or at 5DC higher Knowledge Arcana or Bardic Lore check equal to DC10 + the highest level effect and you can buy the item