Simplified Items (3.5e Variant Rule)

A Note on Usage
These rules are intended to be used with the fixed bonus types and new level-dependent benefits rules.

The Problem
It's a fact (and even a stated one) that PCs need numbers to play the game at higher levels. These numbers, when not provided by class abilities or spells, come from items. This has led to two rather depressing outcomes: firstly, 'cool' items with actual abilities tend to get neglected for items that give bigger numbers only, and secondly, everyone is reduced to dumpster-diving through a million different places to get even more +1s which altogether add up to something altogether unreasonable. Both of these are bad for the game, as they encourage the wrong mentality and lead to rather flavourless item selection.

Secondly, due to the 'chakra slot' body system DnD has imposed on us, having every slot full is probably the best option, while some very reasonable requests (such as wearing three rings) are not allowed for no apparent reason. This leads to the 'Christmas Tree Effect', where people want to cover themselves with as many items as possible, which isn't really what the source material is like, and it feels wrong on a fundamental level.

The Solution
Items that give numeric bonuses are gone. Only items which give actual abilities (such as movement speed changes, spell duplication etc.) exist anymore (and if those spells only give numbers, please don't be a douchebag and sneak them in via the back door like that). This means that the pricing structure for items also changes, as follows:


 * For weapons, armour and shields, you no longer have to pay for the 'plus' before you can start adding abilities. For this purpose, an item with an equivalent of +1 in abilities now costs as much as a +1 item used to; an item with an equivalent of +2 in abilities now costs as much as a +2 item used to; etc. Thus, a flaming longsword would now cost 2,000gp and an animated shield would cost 4,000gp.
 * For items that give a bonus plus something else, the cost of the bonus alone should be figured out and subtracted from the final cost of the item to get the cost of the item without the bonus being involved. For example, a healing belt under this system would not give a +2 to Heal checks, but would only cost 350gp.

The body slot system of magic items is also gone. Instead, you can have up to six constantly-active items being worn (or carried) and working on you at once. These items can be anything you can physically wear or carry (so if you want three necklaces or five rings, I'm not going to stop you). You can wear or carry constantly-active items in excess of this, but any items above the first six are rendered inactive while you do so. Changing around which items you have constantly-active on you is a free action that can be used at most once per round, and once a constantly-active item is no longer on your person for 10 minutes or more, you cease to benefit from it automatically.