Know what that reminds me of?Dr. Awkward said:Given that magic items are going to be "nice, not necessary", I think there's still a lot of room for spending your loot on equipment. It's just not going to have the same christmas-tree effect as it does in 3.x. When you blow your loot on a suit of magic armour, it doesn't give you +X to AC, making you difficult to hit and necessitating an attack bonus/AC arms race. Perhaps it's "spiritual armour", and you can, as a swift action, trade the AC bonus it provides for Will defense until your next turn. Or maybe it lets you dimension door once per combat. Or something other nifty effect that provides a benefit but does not make you numerically stronger compared to a character with no magic items. I envision magic items increasing your versatility, not your raw mechanical advantages.
King Arthur's scabbard.
Excaliber was a potent magical sword, yes. But the scabbard actually prevented Arthur from bleeding from a wound.
So you could have a magical item that auto-stabilizes you when you go past 0, and prevents you from ever being Wounded (1 point of damage per round). These two qualities are so infrequently applied, but when it happens it's real useful.