A Low Magic Setting -- Advice?

wolff96

First Post
I'm building a low-magic setting.

I decided, rather than changing the way magic works, to simply eliminate some of the classes. Note that this idea is based on some things I saw on the WoTC boards.

Monks are out -- in a low-magic setting, they would be incredible. I may reintroduce some of their abilities as a PrC.

Wizards, Sorcerers, Clerics, and Druids are all removed.

The primary spellcaster will be the Bard. I've added the Shadow Evocation and Greater Shadow Evocation spells to their spell lists, as well as the Shadow Conjuration line. Also, the class will be altered to a spell-book using class, though they will still be spontaneous casters. This is primarily to allow them to gain more than just a couple of spells. (Though this ability is severely limited by the lack of available magic sources.)

The divine caster of choice is the Paladin. The only change to the class is the addition of Raise Dead as a 4th level spell.

The Ranger becomes the mysterious woodsman and man of nature magic. Also, he will end up being the only class with shape-changing magic -- severely limited by being animal only. (Though this does include Dire Animals.) Reincarnation (modified to be humanoid-only) is added to their list as a 4th level spell.

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Other than the obvious -- not using monsters with incredible DR or spell-like abilities -- does anyone have any advice they'd like to share on running low-magic worlds?

Magic is new on this world. Most people do not understand (and thus, fear) this power. Others will try to manipulate those with the power. Just for background.
 

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low magic campaign

I think that a low magic campaign has promise. It is important to find a replacement for the wizard/sorc- in other words, there still need to be wise men in the campaign who are looked to for advice/aid/leadership/obscure knowledge (in my opinion).
(The one thing that concerns me regarding your "tweaking" was the bard class- i'd be carefull that the bard doesn't become a superclass.)
Moving on, I think that the best way to deal with a low magic campaign is to rethink magic's role. Is magic uncommon, undeveloped? If that is the case, I strongly recommend an emphasis placed upon knowledge (ie, history, engineering, diplomancy, etc. etc.) instead of magic, so that the dynamic of a "wise old man with pointed cap" isn't lost. Experts with an emphasis placed upon scholarly pursuits can take the role wizards once took in communities and campaigns, their power coming from their knowledge instead of fireballs.
I have found that wise men/well educated men are crucial to any campaigns I have ever run- they are a source of information, guidance, aid, and direction which prove invaluable to PC's. Further, the rping opportunity with such characters is limitless.
Also, If magic is uncommon, then even in a low-magic campaign magic in general could still be important in the grand scheme of things. I recommend making magic more impressive through its impact in not-so-concrete terms, in other words, make the small things important, which could enhance the richness of a campaign even more, when magic is rare and through good DMing even small cantrips and the like can be seen as awesome!
I hope this long-winded post offers some help.
 

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