delericho said:Or, low magic campaigns relieve the DM of the responsibility of considering how magic changes the world,
It seems likely to me that a DM who choses a low-magic setting HAS considered how magic changes the world - hence the choice.
What I think you really want is not for the DM to consider it, but for the DM to make a certain choice.
Some of the arguments in this thread don't make a lot of sense to me. One is that high-magic equals some sort of sense of wonder. I most Monty-Haul games that I've played in, high magic equals bigger numbers. Creating an interesting magical effect takes work, and is based more on the quality of the DM than the "magic level". Perhaps someone can explain how an Amulet of Natural Armor +4 adds anything to a sense of wonder/magic.
I don't agree that the EL/CR system is finely tuned. IME the circumstances of the encounter, abilities of the particular PCs, and magic items/spells that they have at the time effect the actual difficulty of the encounter. I don't think that the first EL 8 encounter of the day is the same difficulty as the fourth. The EL/CR system is a nice way to give out XP, and it keeps me from having to glance over the Hit Dice and attacks of the creature before making a judgement - but it's not a whole lot more accurate.
Also, saying that a PC is entitled to X gp worth of magic stuff doesn't say how useful that magic stuff really is. Randomly determined, there could be duplicates or items not usable by anyone's class. I find it hard to believe that if the party finds a superfluous +1 guisarme or too many potions of remove fear that it spells doom for them all.
IMO DnD is higher magic than the setting of pretty much any fantasy story that I've ever read. From what I can tell, authors tend not to see the story value in having characters with piles of magic items. From this, it could be argued that piles of magic items and spell effects do not create a sense of wonder (or else why haven't writers discovered this fact?)
I wonder how many folks are interested in a low-magic setting because the idea of medieval technology, like castles, seems less plausible in a high magic world. I've often said on this board that some counter-spells or low-tech counter-measures seem like they are missing from DnD.
In spite of some folks opinion that DMs should enable their sense of entitlement, some of us prefer to create our campaign worlds from our vision, and hope for the rules to support that vision. If I really felt like I had a "responsibility" as a DM to facilitate WotC's view of a fantasy world, I wouldn't DM.