Quasqueton
First Post
My old AD&D1 campaign was magic rare. Magic items were truly rare -- a party might have one or two among them by 10th level -- but they were more powerful -- more than just a + or single ability. And since our combat ran in segments instead of rounds, casting spells took multiple "rounds" to cast -- fireball had a 3 segment casting time, so it took 3 "rounds" to cast. [This house rule was actually a misunderstanding of the segment-round-casting time rules at first, but later, after I understood the mistake, I kept it for the flavor it had created.] So spellcasters were rarer by effect (in theory). (Ironically, PC spellcasters were not really rarer -- there was still always a magic-user and cleric in the parties.)
I allowed "masterwork" items at x20 price for +1, and x40 price for +2 -- but this was just for mechanical bonuses, not for "DR".
Creatures with "DR" were rare to non-existent -- lycanthropes were fairy tales/horror stories, undead were restricted to their haunts, and demons and devils were not usually found on the [Prime] Material Plane.
But, my AD&D1 campaigns never really went above ~8th level, so I don't know what the effect would have been at high level campaign play.
I see no reason why low-magic wouldn't work in a regular D&D3 game. The DM can/should remove the item creation feats from the game. The DM has control over what creatures are encountered, so that wouldn't be an issue. And he just needs to be aware to keep the ELs lower for parties with little or no magic items.
That's the great thing about the CR system -- it gives you the baseline estimate, so you can judge the deviation for your game.
A side effect of lower EL for the party level would also mean the party would get less xp for a challenging fight, and therefore would level up slower. This is either a good thing to the DM, or he can adjust the xp awards up to keep the leveling rate the same as a baseline game.
Quasqueton
I allowed "masterwork" items at x20 price for +1, and x40 price for +2 -- but this was just for mechanical bonuses, not for "DR".
Creatures with "DR" were rare to non-existent -- lycanthropes were fairy tales/horror stories, undead were restricted to their haunts, and demons and devils were not usually found on the [Prime] Material Plane.
But, my AD&D1 campaigns never really went above ~8th level, so I don't know what the effect would have been at high level campaign play.
I see no reason why low-magic wouldn't work in a regular D&D3 game. The DM can/should remove the item creation feats from the game. The DM has control over what creatures are encountered, so that wouldn't be an issue. And he just needs to be aware to keep the ELs lower for parties with little or no magic items.
That's the great thing about the CR system -- it gives you the baseline estimate, so you can judge the deviation for your game.
A side effect of lower EL for the party level would also mean the party would get less xp for a challenging fight, and therefore would level up slower. This is either a good thing to the DM, or he can adjust the xp awards up to keep the leveling rate the same as a baseline game.
Quasqueton