Ok, I need some advice on crafting a "Low" magic campaign with D&D rules as is.
Here is my goal:
* Keep the same D&D magic level (magic items, spells) for players and monsters
* do not alter the class progression or rules
* do not make my content weaker or incompatible with official D&D content of the same level
* make magic items more special and worth hanging onto
* make magic items and spells special and mysterious again.
* do not have magic items or spells something that players can walk into a town and buy.
* do not have commoners with magic items or spells being used as technology or for comfort
I am looking to get the feeling of magic being wondrous and special back into standard D&D, where the common folk are uneasy about it and do not understand it, but the movers and shakers (players included) can still do what they normally do in a 3.5 D&D campaign.
What should I do to make this happen with the least impact on the D&D rules as they are written?
Note, that by low magic I really mean rare (but still powerful).
Here is my goal:
* Keep the same D&D magic level (magic items, spells) for players and monsters
* do not alter the class progression or rules
* do not make my content weaker or incompatible with official D&D content of the same level
* make magic items more special and worth hanging onto
* make magic items and spells special and mysterious again.
* do not have magic items or spells something that players can walk into a town and buy.
* do not have commoners with magic items or spells being used as technology or for comfort
I am looking to get the feeling of magic being wondrous and special back into standard D&D, where the common folk are uneasy about it and do not understand it, but the movers and shakers (players included) can still do what they normally do in a 3.5 D&D campaign.
What should I do to make this happen with the least impact on the D&D rules as they are written?
Note, that by low magic I really mean rare (but still powerful).