That and Lord of the Rings had a TON of magic items in it.I think your right. I'll expand a bit more. (thomases post)
I never saw one of these games where magic wasn't common at any convention, in any module or book. I played in a few miserable games with DM's that wanted that game, usually because someone really had an axe to grind and wanted to DM, but the players always revolted and I always got the DM stick again. I will say this most people I've talked to that want a "low magic" game. If I can get them to explain why, are usually trying to recreate a feeling they had when they read the lord of the rings or some other book which is a lousy way to plan a game.
I loved the Lord of the Rings, I loved the Count of Monte Christo, but i wouldn't force my players to go through that nonsense to try and give them what I got when I read the books. I think that's why you get so many angry un-yielding people who want to fix the game by taking away those magic items that prevent them from reliving that feeling. Sadly you cant get that stuff back . But you can enjoy it in your own head while relaxing.
I actually don't mind attack cantrips. Despite the problems they cause with world-building. My problem with cantrips is the non-combat or utility spells. Things like light and mold earth are far more problematic than letting a caster pew-pew every round.This is why 3pp, particularly the kind that has its own core, is better. They can start from a cleaner base.
Back when we played AD&D, our house canon was that +1 and +2 items, which were ubiquitous, weren't actually magic at all, just really well crafted, giving them benefits that generic weapons lacked.Finally, the reason most people call AD&D "low magic" has little to do with magic items, and everything to do with character abilities. Sure, there were a fair number of magic items (especially if you're into counting stats and simply sum up all of the ubiquitous +1 long and short swords in each module). But the reason it seems low magic compared to later editions is that it lacks cantrips and other character abilities that were constantly used as spells, and that while magic items (especially +1 and +2 items) were certainly ubiquitous, there was not an assumption of magic item shops to customize your character (the GP sale value was for sale by the characters only if they chose not to retain it).
Sure but RuneQuest was built that way. Man that takes me back.. We'll just have to agree to disagree on the magic in D&D.
I completely agree on the cantrips thing. Also every fix to DND magic simply makes the mages more powerful and every other class playing catch up. Makes sense though, the only fix for mages being powerful is to gut them and lose players , so they tinker at the edges and ignore the real problem and just keep making it worse. It's a very 21st century problem solving approach.
The 2e DMG has a section about that, but it only applied to +1 items so that became our default for +1 items. It allowed us to world-build a little better, having people famous for the quality of their blades or armor become important parts of the campaign.Back when we played AD&D, our house canon was that +1 and +2 items, which were ubiquitous, weren't actually magic at all, just really well crafted, giving them benefits that generic weapons lacked.
For us a character starting at higher level's wealth is somewhat randomized, to reflect that this person has a history that may have been lucky, unlucky, or (most likely) average. Then, I'll look at what other character have or had at that level and go from there. All items for a new character are assigned by the DM.Huh. Maybe that’s a your group thing or maybe it was an our group thing. When we started at higher levels you only started with one magic weapon, one magic armor, and one misc magic item. All approved by the referee, of course.
We've never done the bolded. Getting an item upgraded takes a lot of money, a lot of time, and being without the item for that time while someone works on it.We did far more consumables and single-use magic items (today a lot of people call them cyphers) and things like leveling up magic items in the fiction (go on this quest and your +1 becomes a +2, do this favor for the witch and she makes your sword a flame tongue, etc). We hated the golf bag of magic weapons thing.
I wouldn't, and don't; but by the book it would appear that yes, that's what we're supposed to do at least for things like armour and shield.Yes. That’s if the ogre attacked the bottle directly.
Would you seriously make a character make item saving throws for every item after every successful attack?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.