steeldragons
Steeliest of the dragons
I have to agree with [MENTION=3887]Mallus[/MENTION] and [MENTION=15809]The Mirrorball Man[/MENTION]. 5e seems a very strange, anti-intuitive, place to try to do "low magic campaigns." They simply gave spellcasting to EVERYone!
To make it work, and obviously this is subject to how I am interpreting your idea of the flavor, I would take the following steps (well presented/laid out for the Players prior to character creation):
1. Fighters, Thieves and Barbarians all have "magical" sub-classes. Take them off the table. No Eldritch Knights. No Arcane Tricksters. No Totem Warrior Barbarians.
1a) For a bit more old school feel: Take them almost off the table: Allow Eldritch Knights for High Elves only. Allow Arcane Tricksters for Gnomes (or just Forest Gnomes) only.
2. Rangers, spellcasting, right out. If you can fluff a spell to be some "trick or mundane skill" then leave it. But this requires a spell-by-spell assessment and clear "spell" list provided for Ranger PCs.
3. Cantrips...f--in' at-will cantrips. Level + Caster Ability mod. times per day. Done. That's all you get until whenever your spell-reclamation/rest cycle is (i.e. a Wizard could use their Arcane Recovery to get some cantrips back prior to a rest, etc...)
4. You said you don't want to eliminate options, but I see no choice but to nix Sorcerers and Warlocks (for PCs). Making these guys "You're one of only a handful in the world" (like paladins), almost guarantees you're just going to end up with a party of "Paladin, Sorcerer, 2 Warlocks and a Wizard."
4a) IF you are going to allow Sorcerers or Warlocks as PC options, I would make it VERY clear and VERY intense in-game that they are pariahs! They are strange/unusual/frightful individuals and if they are caught using their powers, people WILL want put them on the stake. IF a reputation as a "known" Sorcerer or Warlock (the common folk and most nobles will not bother to acknowledge/accept any distinction) you will be persecuted at every turn. This attitude could easily be extended to Wizards...and even Druids if you want. But you need to make the players aware that THAT is the "low magic world" in which they are. That it will happen...just about anywhere/with anyone.
5. I would "generalize" the Wizard. That is, there are no formal "specialist mages". NONE of the spell schools are half price/time, no "Savant" ability at 2nd. When the PC hits the appropriate level (2nd, 6th, 10th, 14th), they gain one of the tricks from any of the schools...if they want to choose all in one and be known as an "Illusioinist" or "Evoker" go for it. But the magic in the world is not so common as to require such differentiations. A Wizard is a Wizard is a Wizard.
6. Bards & Paladins are kind of the thorn in the side. You can remove them or accept that they are, well, always have been magical/divine warriors, so their magical skills I suppose must be left alone. But I would definitely make it know that as a Paladin or Bard, you are rare and awe/fear inspiring figure. No more than 1 in the party.
Alternately, instead of a "low magic" setting, try an "inconsistent/unreliable" magic setting. Every class is available. Everything works as written. Except...
EVERY spellcasting beyond 2nd level spells and/or beyond the caster's ability modifier (e.g. the 4th spell -of any level- you try to cast when you have a +3 Int. score) gets a roll on the Wild Magic chart. Clerics, Druids, Rangers, Arcane Tricksters, doesn't matter, EVERYBODY gets a ride on the Wild Magic Surge Parade...and thus those that are reliant on magic are few and far between.
To make it work, and obviously this is subject to how I am interpreting your idea of the flavor, I would take the following steps (well presented/laid out for the Players prior to character creation):
1. Fighters, Thieves and Barbarians all have "magical" sub-classes. Take them off the table. No Eldritch Knights. No Arcane Tricksters. No Totem Warrior Barbarians.
1a) For a bit more old school feel: Take them almost off the table: Allow Eldritch Knights for High Elves only. Allow Arcane Tricksters for Gnomes (or just Forest Gnomes) only.
2. Rangers, spellcasting, right out. If you can fluff a spell to be some "trick or mundane skill" then leave it. But this requires a spell-by-spell assessment and clear "spell" list provided for Ranger PCs.
3. Cantrips...f--in' at-will cantrips. Level + Caster Ability mod. times per day. Done. That's all you get until whenever your spell-reclamation/rest cycle is (i.e. a Wizard could use their Arcane Recovery to get some cantrips back prior to a rest, etc...)
4. You said you don't want to eliminate options, but I see no choice but to nix Sorcerers and Warlocks (for PCs). Making these guys "You're one of only a handful in the world" (like paladins), almost guarantees you're just going to end up with a party of "Paladin, Sorcerer, 2 Warlocks and a Wizard."
4a) IF you are going to allow Sorcerers or Warlocks as PC options, I would make it VERY clear and VERY intense in-game that they are pariahs! They are strange/unusual/frightful individuals and if they are caught using their powers, people WILL want put them on the stake. IF a reputation as a "known" Sorcerer or Warlock (the common folk and most nobles will not bother to acknowledge/accept any distinction) you will be persecuted at every turn. This attitude could easily be extended to Wizards...and even Druids if you want. But you need to make the players aware that THAT is the "low magic world" in which they are. That it will happen...just about anywhere/with anyone.
5. I would "generalize" the Wizard. That is, there are no formal "specialist mages". NONE of the spell schools are half price/time, no "Savant" ability at 2nd. When the PC hits the appropriate level (2nd, 6th, 10th, 14th), they gain one of the tricks from any of the schools...if they want to choose all in one and be known as an "Illusioinist" or "Evoker" go for it. But the magic in the world is not so common as to require such differentiations. A Wizard is a Wizard is a Wizard.
6. Bards & Paladins are kind of the thorn in the side. You can remove them or accept that they are, well, always have been magical/divine warriors, so their magical skills I suppose must be left alone. But I would definitely make it know that as a Paladin or Bard, you are rare and awe/fear inspiring figure. No more than 1 in the party.
Alternately, instead of a "low magic" setting, try an "inconsistent/unreliable" magic setting. Every class is available. Everything works as written. Except...
EVERY spellcasting beyond 2nd level spells and/or beyond the caster's ability modifier (e.g. the 4th spell -of any level- you try to cast when you have a +3 Int. score) gets a roll on the Wild Magic chart. Clerics, Druids, Rangers, Arcane Tricksters, doesn't matter, EVERYBODY gets a ride on the Wild Magic Surge Parade...and thus those that are reliant on magic are few and far between.