RandomCasualty at [unixtime wrote:1201636927[/unixtime]]I don't know. Carrying capacity has never really been muhc of a problem in D&D, so I doubt the Diablo system would work well in pencil and paper. When you've got anything like shrink item or bags of holding, how much you can carry becomes moot.
So long as spells like
shrink item and items like bags of holding are appropriately adjusted, such things need never be a problem.
Say
shrink item creates a magical token bracelet, but will only shrink items you can wield comfortably in both hands ('of item size one greater than your own' in D&Dese). If you cast it a second time, the old bracelet goes 'poof' and everything resizes (and you get a new bracelet).
Removing or adding an item takes an action, and casting the spell takes 10 minutes.
So you can abuse it by changing your size, or starting out really big. However, if you could already just pick up the opal bridge in two hands, you haven't gained any orders of magnitude (unless that bracelet holds
a lot of charms).
'Ok everyone, time to teleport. Get in the bag!'
Bags of holding just lead to stupid stories in D&D. You can fix that at the Bag-end or the transportation-end. Some solutions may help with the economic issues, others will not.
SphereOfFeetMan at [unixtime wrote:1201646245[/unixtime]]I would like to virtually eliminate magic items and have those powers be absorbed into class abilities.
Maybe "class abilities" are the wrong words. "Inherent to the character" is a little more comfortable.
The easiest solution to worn ('slotted') items is certainly that, with the caveat that the item you use is the specific one you are using (and it has to be the right general kind of item). And these items are continuous/unlimited use in non-combat time.
Everyone carrying
cure potions is a longstanding tradition of D&D. Therefore, almost everyone should get that for free. Other unslotted, 'charged' items are a different story. In general, I'd lean towards the degenerate state of 'everyone has as much potion as they want; not everyone knows how to use it'. Your
cure potion has a lot of sips in that little bottle.
Characters in the know will have little bottles of other things like
fish mail,
dragon breath, and
elf eyes. If you don't know how to use it, you get the dosage wrong and roll on some table of minor 'wild' effects. The right effect should be right out.
Other items like tree tokens seem harder. I think you're on the right track, though. Nobody really knows if the tanuki is using a magic leaf or not when he throws it down and a giant oak grows.