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Or should I just go with D&D 4.0 which seems to have this flavor out of the box?
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If you feel that that is so, then why not? I mean,
personally, I could hardly imagine a fantasy RPG further removed from that genre/style/mode of play.

But hey, if
4e seems like it would work,
to you, then that's what matters. You can but try. . .
As for modifying
3e to go low magic / S&S, that's something I've done in more than one way, over several years. It's a matter of taste, of course, but I've found some combination of the following house rules can help:
* Use a damage/Toughness save or wound/injury levels in place of HP, or simply reduce HP a heck of a lot (particularly increases by level), possibly with the addition of a *much* lower MDS DC (based on Con, generally). The
Grim 'n Gritty variant ruleset is one way to go about this.
* Limit spellcasting a lot, for example by increasing the class levels required to gain new spell levels to 3 instead of 2 (i.e., 1st, 4th, 7th, 10th. . .) and reducing bonus spells per day from ability scores to *zero* across the board - there are plenty of other ways, too (e.g., skill rolls for casting, fatigue->exhaustion->unconsciousness from casting, etc.) The
Legends of Sorcery supplement, for instance, combines the latter two methods, and does a whole lot more besides.
* Limit magic items a lot, and make each one that is found or fought for
special (possibly even
unique). But certainly, the Christmas Tree issue can really kill 'low magic' or 'S&S' deader than nearly anything else. Mostly, you're likely to be on your own here, making judgement calls, and adjusting areas/encounters/adventures to suit, in some cases. An alternative to this 'eyeballing' approach is to go with a [hella watered down]
Vow of Poverty for all, to negate the need for specific items and all that.
* Remove
Raise Dead entirely.
* Double XP needed to level up.
* Consider lowering the upper limit on levels from 20 to whatever, and converting a number of important high-level spells to rituals/incantations/'epic' spells. Example:
E6. Mind you, I might go a bit higher than that, if using the adjusted spell level gains, mentioned above. 7,
at the very least, depending on the flavour you're hoping for.
* Add critical hit effects and/or other kinds of specific wounds. Examples of supplements include
Torn Asunder: Critical Hits, or
Broken Bones and
Wounds, Bruises and Blood.
*
Taint and
Sanity are a couple of nice
Unearthed Arcana options, which can certainly make life more 'interesting' for spellcasters. And sometimes for everyone eles, of course.
* I like the Paladin and Ranger from
Complete Champion better than the originals, though they're still (
IMO) not that great as classes go, and not particularly appropriate for S&S style campaigns. But still, they're better for that than the normal, spellcasting types.
* On the topic of 'necessary' magic items, I posted a link to
hong's Innate Magic house rules in a thread about the 'big six' in the
3e rules forum today, and it just occurred to me that it might be relevant here as well.
Or, if this all seems like too much bother, just use another system (er,
other than 4e, IMNSHO) - like. . .
True20,
Conan: The Roleplaying Game, or heck, a totally unrelated thing, such as
Pendragon (fourth edition's my fave) or
Runequest. Or one of a thousand other alternatives. . .