Piratecat said:Col. Hardisson came up with the best rule I've ever heard for assuring a low-magic world even when players want to be clerics and wizards. He uses it for the Middle Earth conversion:
For every level of spellcaster, the character must multiclass into a non-spellcaster level.
Thus, you'll never have a lot of powerful magic items or high level spells; even if the fighter is 18th level, the wizard is at best a 9th lvl wizard / 9th lvl whatever. I'd never use it for my game, but it's a heck of a lot simpler than a lot of wacky house rules on item creation, and it really strikes me as elegant.
You definitely have to adjust threats accordingly, though. A group in such a campaign would be significantly weaker than a standard group.
It is an excellent (and truly inspired) mechanic, which I plan to use should I ever run a Nehwon/Lankhmar, Middle Earth or (possibly) Conan game. It probably wouldn't work for my core gameworld since there are too many 18th-level Wizards and such running around already, but it fits most literary fantasy worlds much better than the core game mechanics.