1/ Ditch the standard 4e magic items -- no more +X anything. Instead, use the bonuses per level provided in the DMG. I can elaborate on this if you'd like.
2/ Put back in some rare magic items -- but they only have properties & powers, not the +X stuff. These break or get broken regularly. Who cares, you don't actually need them to be effective, they're just for the cool factor.
That's about it. 4e already separates big bad guy powers from PC powers (i.e. the PCs can't ever have an army of shambling undead like the BBEG could), so there's far less chance the PCs will sabotage the "feel" of your setting via spell access.
Cheers, -- N
use lots and lots of minions... conans and elrics need minions to run roughshod over... and dont necessarily play them too strategic either... ;p they are there to make the heros cool and wizards scarey. People hate and distrust wizards because "normal folk" are minions...
Haha, good point. Also, bonus XP for spending gold on booze, gambling and other nocturnal activities!
Nope, I mean have all kinds of items break regularly, so the PCs never get attached to them. It's the man, not the loot. If some monster breaks your sword, then you kick to death the next humanoid you meet, and you take his sword.Just to clarify - you mean the +x breaks/gets broken regularly, right?
You could tone down the races into "bloodlines", so everyone is actually human, but some humans are "normal" and can take Human feats, while others have traces of Draconic ancestry and can take Dragonborn feats, etc.Any thoughts on excluding/reflavoring races? I'm considering having plainsmen/rivermen/coastmen (human mechanics), mountain men (dwarf mechanics) and forestmen (elf mechanics), but not really including many others (especially what would amount to 'monster' races - dragonborn, tiefling, etc).
There's no need to limit spellcasters anymore, but likewise no need to keep them. Spellcasters don't automatically break a low-magic setting in 4e, but similarly they're not necessary to the game any more. You could do fine with just Martial and Primal classes, or just Martial and Divine, or even just plain Martial.Any thoughts on excluding/reflavoring classes? Most of the martial classes fit fine, I think, but classes with "magic" may be limited to magic-users (wizard for black, cleric for white), warlocks (witches?), druids (nature magic?). I'm not QUITE sure how to implement this well, but what I'm trying to create is magic being rare, scary, misunderstood, not trusted, etc. Magic users would more than likely pass themselves off as "adventurers" in towns and avoid disclosing their powers to the natives and so forth.
Nope, I mean have all kinds of items break regularly, so the PCs never get attached to them. It's the man, not the loot. If some monster breaks your sword, then you kick to death the next humanoid you meet, and you take his sword.
You could tone down the races into "bloodlines", so everyone is actually human, but some humans are "normal" and can take Human feats, while others have traces of Draconic ancestry and can take Dragonborn feats, etc.
Or you could just say "you are all Human", and be done with it. Humans are good at everything.
There's no need to limit spellcasters anymore, but likewise no need to keep them. Spellcasters don't automatically break a low-magic setting in 4e, but similarly they're not necessary to the game any more.
You could do fine with just Martial and Primal classes, or just Martial and Divine, or even just plain Martial.
The game used to be balanced around the assumption that you had a Cleric in the party. That's no longer the case: now it's balanced around the assumption that you have a Leader.
Cheers, -- N
I completely agree with Nifft's suggestions.
I would ditch all power sources except Martial, and all races that are not human.
As of reskinning, the obvious ones are races that are not too different from humans (e.g. Dragonborns out, Elves in, Eladrin out, Halflings in, Gnomes out, etc.). Specifically, if their racial powers are non-magical or non-flashy.
The other problem you'll run in is that the adventures and the campaign should be a lot more focused on story elements, since loot will be moot
Low magic settings are traditionally poor too. Even their luxuries are lame, they are just banal pleasures and adornments, something that has no mechanic consequence.