cidim38 said:
Ok, so I didn't do so good the first time.
About Faerun:
As far as I know it is still 3.0 but that doesn't bother me to much. However, many of the magic items (for a given cost), feats, spells and prestige classes seem more powerful than the core or splat books. {I think I had all of the 3.0 splat books.} Seems like every NPC described was at least 15th level or way into epic. I don't remember any published modules for FR but the few adventures I've seen someone make or read in my (very limited) exposure to Dragon magazine, all seemed to expect the characters to be in my opinion very powerful for there level. Looked like 32 point buy or higher, totaling magic item values seemed almost 1/2 again recommended in the DMG, and it acted like the introductory encounters are with invading multilevel drow.
I'm biased since I DM a Faerun 3.5 campaign. The Player's Guide to Faerun 3.5-izes the 3.0 FRCS. You could get by with just those 2 books if you wanted. As to power level. So what if the NPCs presented are 15th+ level. Those are the ICONIC NPCs. You aren't *supposed to bump into Elminster and Manshoon on a daily basis. The DM should be able to do a proper job of creating his own NPCs for *his* campaign. Regardless of campaign setting, the DM has the right (I'd argue it is a responsibility) to define what is and isn't allowed, so anything deemed too powerful is ixnayed.
There are tons of 1st/2nd edition published modules for sale as pdfs that can easily be converted, as well as a ton of adventures in each 3.x book. Additionally, a few modules have already been published and more are on the way.
About Ebberon:
I flipped through a friends book very quickly. But he spent quite a bit of time time talking about all of the superpowered things that were so much better than in FR. Flying vehicles, cities and building built by magic, etc... I also read a little bit through some of the Ebberon forums on the WotC website. I will admit that is the extent of my exposure to Ebberon. However, all I heard/read seemed to agree that what is there and is planned for publishing was pretty far over the top into a high power and high magic setting.
Again I'm biased - I don't want warforged (robots) and lightning trains mixed in with my medieval wizards and knights. Eberron, however, isn't "high magic" in that you need lots of magic to survive. It turns magic into a ho-hum commonplace thing. Power-wise, it makes the PCs *relatively* powerful since NPC levels are at a fixed maximum.
About the non-WotC products:
I've read some of the other source books and saw some really powerful common things. Dwarf sorcerers who base their powers on constitution (big jump for them). Prestige classes that nearly doubled the know spells for a sorcerer. Half demon necromancers with huge armies of undead (and almost no downside). Coeric spells to start uncontrollable plagues that would basically wipeout everyliving thing (everyone will eventually fail a saving throw). Barbed, poisoned, exploding crossbow bolts (and not expensive). Just 3 feats and you get another +10 to you're AC befire any magical adjustments. As I said we are willing to try non-WotC IF it's not to far off from std DnD or high powered.
So only use what you feel is the right stuff for your campaign.
Why low powered and low magic:
No tactics needed or helpful, better to just run in and start cleaving left and right because the characters do so much damage so fast. No mysteries, just walk into the town cast a few spells then kill the culprit. Magic items were quickly getting so powerful that it whether it was the weapon master or the npc warrior, anyone with that sword is going to win. By around the 8-12 level range clerics, mages, and psionicists are wiping out almost everything before the fighter can even get close for combat. Any encounter tough enough to give them a challange was almost as likely to be a TPK. Piles of magic items left over from previous opponents (had a commoner follower with a +1 shield and +1 spear). We wanted the PC's class, feat, skill, tactics, strategies, etc... choices to make a difference in results.
As for 3.0 or 3.5 version. I don't see that as too big a deal except for 3.5 psionics works. I don't mind a 3.0 setting if it is still supported because that would indicate it will eventually be updated to 3.5. And I haven't seen a 3.0 adventure that you couldn't just use the 3.5 rules and it would work just as well. Down side is they may decide to not continue supporting it.
This *isn't* low powered and low magic, it is low thought-required-to-play. You can run a hack-n-slash campaign at any power level. As to psionics, I'd just not use them unless it is in a dedicated psionics-based campaign, like Dark Sun.
And to clarify one point I'm trying to save money I do not want umpteen source books that you really just have to get. I'd much prefer 1 or 2 source books that don't change the rules too much and some adventures, or module series to go with it.
Hopefully that is a clearer explanation of what I'm looking for and why.
Given your desire for less books, You really only need two Faerun books, everything else is additional but not necessary - in fact, for the price of only about two other Faerun books, you can probably get all of the 1st/2nd edition sourcebooks as pdfs - if you really need the specifics fleshed out more than FRCS and PGtF. Kalamar only requires two books. Harn technically only requires the one boxed set.