Jack Simth
First Post
If you build the game to expect no +X's, then when you do have +X items, your definition of "Level appropriate" needs to be thrown out the window, because all the math and playtesting it's based on is no longer valid - you'll slaughter the stuff that was level appropriate without the gear.I don't think +X Items are bad for the game. I DO think the fact the game balance assumes the use of +X Items is bad for the game.
If you build the game to expect some progression of +X's, then you've got the gear dependency problem: you're effectively required to have +X gear for the progression - if you don't have it, your definition of "Level appropriate" needs to be thrown out the window, because all the math and playtesting it's based on is no longer valid; you'll be slaughtered by the stuff that was level appropriate with the gear.
In the end, you're going to get stuck with one or the other situation - unless you have a particularly good DM who's skilled at eyeballing encounters. But when you're doing that, you're relying on someone who can throw the definition of "Level appropriate" out the window. Which is, to say, you've still got one of the two situations above.
Now, you could build a game to allow magic items but not +X stuffs - it's totally doable, really - but the main way to do it is to get rid of the +X gear from the get-go when designing the game in the first place, and make the stuff that does exist have drawbacks (+A attack, but -A damage, with a given weapon type of thing). It won't work if you try to alter an existing game to fit.