Piratecat said:
I think I prefer magic items over gross generalizations and emotionally loaded arguments.
...okay, got that off my chest. For me, magic items simply make the game more fun. The behavior you describe is not something I've seen.
I agree here. If you keep spell casters as is, there's no reason not to play one, heck, it lets the fighter/mages to being pretty more awesome than your standard fighter since they can employ magic to make up for any weaknesses they might have. They do have less HP than a fighter, but the arcane power should more than make up for it.
How do you deal with the divine casters? I guess clerics or druids don't get to show up their true powers since they're stuck using all their spells healing people instead of doing damage or anything else in combat. Wow, mages doing dps, warriors tryign to hold aggro and healers dropping all their spells to keep up the tanks, that sounds a lot like an MMO...
Roy's thoughts on magic weapons
Personally, I hate "low" magic games. If you're going to do it, you have to ban the caster classes. Either arcane and divine or both. Bard and other such mixed casters are fine to keep since they suck so much anyway, but clerics/wizards need to go for the game to balance out correctly. I would hate to be a figher in that game. As my power level stays about the same, the wizard's increases significantly, even more so than in a normal game. It places too much emphesis on the casters and not enough on the fighters.
A low to mid level "low magic" game could work out fairly well, but anything past level 8 would require the party to face significantly more dangerous encounters. What happens if the 10-15 dr creature one-shots the caster? There goes all your dps if you don't start fudging the guy's AC so the fighters can power attack through his dr.
How much house-ruling do you make on the modules? How many times do you fudge the dice rolls for your players in a given game? How many have died?