Raven Crowking said:
Excepting, of course, that this thread has demonstrated rather conclusively that you can do low magic with 3.X right out of the box.
At most, you would make the following changes:
* 1/2 XP according the CR.
* No magic shops.
* Place monsters, NPCs, and treasures in accordance with your world.
That doesn't seem to be a fair bit of work to me. YMMV.
I clicked on this thread out of morbid curiosity, and now I can't hold back commenting. Appologies to all! This is based off my time Playing in a low-magic campaign that was run very poorly balance-wise.
If you're still allowing full spellcasting classes, it isn't a low-magic game. Rate of level advancement has nothing to do with low or high magic. Magic shops aren't in the rules so that's unnecessary to spell out. And, I'm guessing the third really means "Don't use treasure tables?" So here's my list:
1) No PC can have more than 1/2 levels in a spellcasting class.
2) Treasure tables are out.
3) XP is given ad hoc without regard to CR by DM's judgement.
The first limits the magic of PCs, since a Fighter 10 and a Druid 10, neither of whom have magical items doesn't work (personal experience playing the Fighter - it isn't fun).
The second means that the DM won't adhere to the treasure tables. I suppose it isn't a necessary rule, since the DM is free to give out treasure as he or she desires anyway, but it's a deviation from the Monster entries, so its safest to make note of it.
The last is important becuase monster difficultly will be hugely affected by lack of magical abilities in the party. For example, monster flight becomes much more powerful, and thus should yield higher XP amounts than normal. The DM might also want to give out more XP than CR would indicate, since the PCs will be fighting things far below their book CRs. (It isn't a requirement, but I highly reccomend it).
I'd still recommend Iron Heroes, though. It's fun!