The frakkin X-Mas Tree Effect: How to minimize it's impact in play?

I absolutely agree. I hate christmas-treeing. As a GM, it gets extremely annoying when players seem to define themselves by their items and begin fearing things like Null Magic fields not because they're a caster, but because then they won't get all these wonderful bonuses. They also lack a lot of flavor, I think. I understand that the belt gives you +4 strength. But why does it do that?

I prefer elixirs of fire-breath and the like so much more than "enhancement items".

As a player, I feel like it's annoying. I have a long-running warlock right now (converted from 3.5) who spent ALL his money on enhancement items. Recently, he's come to the conclusion that it wasn't him that was powerful, but rather the items he carried. So he's forsaking all of them and going on a "quest of self-discovery," and I have assurance from the GM that he's going to make it worth my while.

Role playing always trumps Roll playing.

As far as cures, I usually run low-magic item campaigns, in general. Players cannot buy magic items unless under special circumstances, and are much more likely to receive them as rewards. On top of that, most rewarded magic items are limited-use items like elixirs, wands, etc. or per-day use items. However, I still need to keep the players' power up so that they can take on some of the stronger enemies.
To do this, I usually use a d20 modern-esque defense bonus. I also give bonus ability points at a rate of 1 every even level instead of 1 every 4 levels (for a while, I did 2 points every 4 levels, but decided that 1 every even level would feel more gradual).

I like some of the ideas proposed earlier. Especially the "cursed" effects of magic items, and I plan to integrate those into my games.
 

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I feel like magic items and the reliance on them in the 3rd edition has trivialized them. something that used to be a rare and cherished find is now a trinket used to fill an item slot. The treasure value per level and encounter throws the economy of the game world into the realm of insanity. Sure the whole game gets stupid after 10th level or so, but having to supply hundreds of thousands of coins and goods at each level change goes against my idea of reasonable treasures.

I give it out as useless lower level gear on the monsters they are fighting, then when the junk gets sold they get a little less than it is really worth, then I tax them for the pleasure of selling their junk.

I also do not sell items in shops. Thieves would empty a magic shop in no time. Instead I have a few mages who can be hired to create the items the players need. most of these characters live a distance away from the current adventure area, which requires a trip. giving the group a chance for some action in a new area.

Some times whole adventures revolve around finding Thule the dead to buy a +4 longsword.
 

This product might be helpful. It's not as gonzo and over-the-top as Weapons of Legend, but allows a weapon to gradually increase in power as the player does. (I thought it was pretty cool.)

I dunno--maybe that makes the Christmas Tree Effect worse....?
 

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