I love magic, and have some played of magic-user in every fantasy rpg that I've played in.
But in a weekly ToB: Bo9S campaign, I'm learning the joys of near-nonexistent magic gaming. Suddenly, hit point loss, poison, disease, and death are actually meaningful (e.g., "My PC's infected? I'll just go to the temple priest to remove it...what do you mean I have to roll 3 Fort. saves over the next three days to prevent 1d6 permanent Strength loss? Oh, man...").
The following low-magic DnD campaign popped into my head after the latest game:
* Wizards, sorcerers, and all their variations (e.g., wu gen, etc.) are gone. All arcane spells and most divine spells are cast using the Incarnations rules from Unearthed Arcana.
* Barbarians, fighters, monks, and rogues are unmodified. Paladins and rangers are replaced by their non-magic using variants. (The source book escapes me at the moment. PHII?) Only non-magic using optional classes from Complete Warrior, Adventurer, and Scoundrel are available as a PC (e.g., swashbuckler is fine, but not a hexblade).
* Clerics receive only their domain granted powers and domain spells. Unlike the standard rules, clerics have access to both domain spells per day instead of the usual one. They also lose the spontaneous casting ability. The restriction on spell-casting and alignment still applies to divine incarnations. Optional classes from Complete Divine and Champion Champion are affected by the same rules.
* Druids lose their spell-casting abilities. The restriction on spell-casting and alignment still applies to divine incarnations.
* If ToB:Bo9S is used, the martial disciples Desert Wind and Shadow Hand are not available.
* No psionics.
* Both Action Points and Reserve Points options from Unearthed Arcana are used.
* Magic items are very, very, rare.
Opinions? As a DM, I would careful select opponents with the above houserules in mind.
But in a weekly ToB: Bo9S campaign, I'm learning the joys of near-nonexistent magic gaming. Suddenly, hit point loss, poison, disease, and death are actually meaningful (e.g., "My PC's infected? I'll just go to the temple priest to remove it...what do you mean I have to roll 3 Fort. saves over the next three days to prevent 1d6 permanent Strength loss? Oh, man...").
The following low-magic DnD campaign popped into my head after the latest game:
* Wizards, sorcerers, and all their variations (e.g., wu gen, etc.) are gone. All arcane spells and most divine spells are cast using the Incarnations rules from Unearthed Arcana.
* Barbarians, fighters, monks, and rogues are unmodified. Paladins and rangers are replaced by their non-magic using variants. (The source book escapes me at the moment. PHII?) Only non-magic using optional classes from Complete Warrior, Adventurer, and Scoundrel are available as a PC (e.g., swashbuckler is fine, but not a hexblade).
* Clerics receive only their domain granted powers and domain spells. Unlike the standard rules, clerics have access to both domain spells per day instead of the usual one. They also lose the spontaneous casting ability. The restriction on spell-casting and alignment still applies to divine incarnations. Optional classes from Complete Divine and Champion Champion are affected by the same rules.
* Druids lose their spell-casting abilities. The restriction on spell-casting and alignment still applies to divine incarnations.
* If ToB:Bo9S is used, the martial disciples Desert Wind and Shadow Hand are not available.
* No psionics.
* Both Action Points and Reserve Points options from Unearthed Arcana are used.
* Magic items are very, very, rare.
Opinions? As a DM, I would careful select opponents with the above houserules in mind.