Jolly Giant said:
I know there is a lot of love for low-magic campaigns going around. What I don't know is exactly what "low-magic" means. What exactly makes a campaign low-magic in your opinion?
There are many views on this. Could mean rare spellcasters, rare magic items, weak spellcasters or weak magic items.
As what concerns my own favourite way to play D&D, which includes not to go too much high-level, the power of spells is not a problem, simply because it's unlikely to reach 9th level spells very often. If we decide to go that high in level, it's assumed that we DO want powerful spellcasting.
What bothers me most are collateral problems with magic items: they are too many "pro capite", too easy to buy, too easy to sell, too similar to each other. And even too weak.
The solution I have found to my own problems, is to (very briefly):
- take away the price from any magic item (no market for magic)
- merge different magic items into 1 (later 2 or 3) per character
- tie their powers to what the character do and what level they are
As you can easily imagine, the power level of the PCs is not changed a bit. What changes is only the flavor around magic items, which are now much less in number, feels more "special", and are much more personal.
{e.g. instead of a mid-level Sorcerer with a Cloak of Charisma +4, a Ring of Protection +1, a ring of Counterspell, an Amulet of Health +2, Bracers of Archery and Boots of Haste, I like having the same Sorcerer with a single cloak/staff/tattoo/else which holds all those powers, improves with Sorcerer's levels, works much less on anyone else, and you wouldn't find on sale ever}