TheGogmagog said:
This DM, or others that I have played with, has no desire to reduce spell casting availability or power. What they wanted was the feel that a magic item was something special. More like Lord of the Rings, at the end of the movie you had two magic swords and one mithril chain shirt (probably not even magic).
The concept of limited magic item availability made more sense in 2e, where creating a magic item meant losing a point of constitution. In that system if you were going to bother to make one you would make it good, not much point in making a +1 sword.
In 3e, It's a reasonable thing for a group to do, make thier own magic items, and increase them in power as the party progresses. So it's likely that other groups have done this to varrying degrees of success, leaving a variety of items on the market.
I suppose I was basing the level of magic or power of a campaing on % of character wealth. And was considering the suggested character wealth (for the former default game world Greyhawk no less) as an average campaing. More wealth = high powered, significant less wealth = low powered.
Where he was basing it on the fact that we find magic weapons and want to sell them to buy something with the money. In this type of campaign character wealth can't be maintained, or if it is it's in one goober weapon. I suppose I don't grasp this style any more than those that restrict spell casting acess.
This has been hashed out a number of times on various threads on the boards, but the danger you run by limiting access of all classes to magical "stuff" while leaving spell casting essentially unchanged, is the eventual domination of primary spell-casters (wizards, sorcerers, druids and clerics). The other classes will not be able to compete at mid-to-high levels unless, the GM is providing alternative means to keep up through advanced non-magical crafting, additional feats or other offsets.
I am actually a big fan of low(er) magic campaigns and I think Firelance's deliniation above is helpful. To work properly, IMO, there need to be several considerations:
(1) How do you handle spell-casting? As noted above, nerfing "stuff" without adjusting spell-casting breaks down eventually. One way to handle casting is provide serious (and potentially deadly) consequences for using spells. Temporary ability drain, non-lethal damage, lethal damage, taint and insanity are all mechanisms for achieving this. Grim Tales, Black Company, CoC and other all have methods for achieving this. Another way is to impose significant limits on the spells known and obtained in the campaign...no spell lists...just what the GM releases and/or the PC can research during the campaign (the Grim Tales approach.
(2) How do you handle "stuff"? In a low(er) magic campaign, magic items will probably be few and far between, but how it is implemented is pretty important. Sometimes the secret to crafting true magic items has been lost to the ages (meaning certain crafting skills are removed from the game) or the cost in power items and/or xp is so high that few crafters even attempt it. It is helpful to introduce alternate crafting rules for enhanced non-magical stuff, such as the excellent BCCS rules (I also understand that the new Dark Legacies rules have some nifty crafting mechanisms, but I have yet to see them). Perhaps limited 1-shot items, such as low-level potions, scrolls and charms are more readily available, but permanent magic items require such an investment of time, components and personal power that they are extremely rare.
(3) How do you handle opponents? Creature with DR and other inherent magical abilities/protections become much more powerful in a low(er) magic campaign, so the GM really needs to be circumspect in how these critters are utilized.
Done right, low(er) magic can be tons of fun (as can any campaign)...done "wrong"...it doesn't work very well.
~ OO