Fragment of an idea for a "low" magic system

However, in warhammer at least, wizards can be decent combatants at melee or ranged, as well, so they have something besides magic to fall back on...

They are marginally better than a 5e wizard at best... are we talking about Warhammer 2nd ed here?
 

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D&D has always been built on the predication that campaigns will progress to high levels of power and magic. It's in the DNA. The easiest way to circumvent high-powered shenanigans is to cap progression. I say level 10. 10 becomes the new 20, 5th level spells become the new 9th, and beholders are the new Ancient Dragons.

Of course, I am all for limiting access to spells either way, if only to give better flavor and focus between caster types.
 

For my game I have completely abandoned the magic system as presented and created my own. Instead of schools there are spell types based on what they do. Each spell type requires a separate skill to cast and has specific rules for scaling. Depending on a player, the player can either be diversified but have a greater chance of a failure, be decent at a several things, or heavily concentrate in a few.
 

Unless the casters and non-casters were completely unbalanced to begin with, a nerf like this to casters would break the game.
So, fine idea then. ;)

Seriously, as someone who's run lower-magic campaigns before, the 'nerf' to magical power in a setting where magic is rare, mysterious, abd/or feared is often made up for in the way enemies will be unprepared to deal with it. In a high-magic world, for instance, a castle may have alarm spells, sealed upper-story windows to stop flyers, guards trained to be alert for invisible or polymorphed intruders, etc. In a low-magic world, even if they suspect a caster may have it in for them, any precautions may be ill-concieved or just superstions - salt scattered in doorways and such.

Low-magic can also weaken non-casters surprisingly. Lack of magical healing nerfs melee types who can no longer spend so many rounds in combat every day, for instance.

Whereas, if the casters and non-casters are completely unbalanced to begin with, a nerf like this probably would not really change that.
Quite possibly.

What it would actually do is make casters into one trick ponies
Not necessarily all bad - it's excessive versatility that pushes casters into Tier 1.
 

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