How to do a Low Magic Campaign?

One rule of thumb I use to control magic item distribution in my games is to set a ratio of the maximum + value an item can have for the characters level.

For normal games I use +1/4 so a 10th level character could have a +3 weapon, or something of equivalent value.

If I wanted to make the game low magic I'd go +1/5 so the same 10th level character would only have a +2 weapon.

To go really low magic, I'd go +1/6.

High Magic would be +1/3.

It's just a simple gague to give me an idea of what kind of item value to disperse in the game, and it could be used to show what kind of items the player(s) should be able to craft (giving you a guide to how to tone down spellcasters). Or it could be a simple companion to something else you use to control casters and crafting.
 

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Here is a set of simple changes that can be used for a low magic world but maintain the power balance of standard D&D -- i.e. you don't have to scrap the CR system or worry about AC and BaB progressions growing out of sync as characters advance.

The first three suggestions compensate for the lack of magical armor and weapon plus bonuses as well as stat increasing gear. With these two things in place you get characters that are almost as powerful as standard D&D characters with typical gear (I've compared to the NPCs in the DMG and it works out rather nicely across all levels and classes) with the benefit that a character is defined by his own legendary ability and talent, not by his collection of phat lewt.

Note that these suggestions are for a low magic world that still has larger than life heroes in the tradition of stories such as Conan. Powerful magic exists, but is rare.

- All classes have a competence bonus to armor class equivalent to half of their BaB (round down)

- All characters get a stat boost every 2 levels instead of every 4.

- All damage resistance based on plus bonuses can be penetrated by any magic weapon (thus DR +1/10 is the same as DR +4/10 -- both just require a magical weapon to penetrate)

- Use variant paladin, ranger, and bard classes that get additional mundane abilities instead of spells.

- Spell casters are rare for campaign setting reasons (perhaps they are reviled and persecuted or maybe they all belong to very exclusive and elitist traditions or maybe magic is tied to specific bloodlines that are slowly dying out), but when they exist they are still powerful as per standard D&D rules.

- Only expendable magic items can be crafted by players, such as potions, scrolls, and wands.

- Magic items can not be bought except under extremely unusual and exceptional circumstances.



Some additional possible options, depending on what flavor you want:

- Magic swords and armor do not usually have plus bonuses. Such bonuses are no more common than other abilities, like flaming, ghost touch, and fortification. They are also all very rare, legendary, unique, and worth a king's ransom.

- All raise dead and ressurection spells are gone. Miracle can raise someone from the dead as per the raise dead spell, but only under very extraordinary circumstances and by will of a deity.

- High quality mundane weapons can have enhanced capability, such as a higher crit range, higher crit multiple, increased damage die, bonus to hit and damage, etc. to represent their extremely high level of craftsmanship. Such weapons are made only by the most famous weapon crafters and are very expensive (as per magic item costs in the DMG).

- If you want magic to be more low powered as well as more rare, make some changes to the spell casting classes to weaken their casting ability. Some suggestions have already been provided in previous posts.
 
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First thing is to get rid of the detect magic spell. Describe items in detail when they are activated for the first time. Have the caster make a spellcraft check to "figure out" the item instead, or let him spend a few days doing research. Have wizards possess the "use magic device" skill useable at their caster level as a class ability (i.e., without actually having to spend any points).

On top of that, just dont add magic items unless there is a reason for it to exist. Who made the item? When and how was it created? What does it do that cannot be done without magic?

The loss of certain magic items might not be a loss at all if you can reintroduce it by some other means. Instead of healing potions, you can have medicines, healing balms, and strong drinks that can sooth or heal wounds slowly or rapidly. Instead of sunrods you can have pollen from a particular night-blooming flower provide phosphorescent light when cast into the air, or put onto an object like wheat flour (and it makes for neat side-effects like glowing fingers, or a dust trail of the stuff).

Don't let your players get the idea that magic is everywhere. Rather, when they do encounter it, introduce it as an uneasy feeling. Practice modifying spells a bit to give it a different mood. An unseen servant spell could easily be an invisible four-legged servant. Let it bark, or chirp, or squeak with acknowledgement. Or for that matter, let it act like a chosen familiar.

It's just a matter of creativity. You just need to put a bit more time into it and ask yourself what would be interesting. If you're still stumped, read more books and get more exposure to different ideas about magic.
 

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