Gothmog said:I have been running a low-magic world for almost 11 years, from 2E translated into 3E. The way I have handled this is in 3e is:
1. Spellcasters have access to only 1st-5th level spells. They gain one level of spells every 3 levels, but gain more spells per level. Level 6-9 spells are ritual spells that require multiple casters to perform. In addition, spellcasters must make a spellcraft check to cast a spell equal to 10+2(spell level +1). Otherwise, with lower magic item counts, spellcasters will dominate over other classes. This progression seems to be fair, and the players have liked it so far.
2. Add half base reflex save to AC.
3. Cut magical items back by 1/3 to 1/5th.
4. NO monks, and classes that have innate magical abilities are scaled back as well (druid, paladin, etc).
5. Monsters with DR are rare, as are monsters in any form- I use mostly human and humanoid opponents.
6. Use a WP/VP system. At lower levels, characters are somewhat more hardy, while they are not walking tanks at higher levels. Characters also can take the Toughness feat, which grants +3 WP each time it is taken.
This is good stuff. Consider it stolen.

I'm curious though, what's the reasoning behind restricting Monks? And are you restricting magic items by 1/3-1/5, or to 1/3-1/5?