Crass said:I play the fighter6/barb6 in Hong's campaign, and money is not necessarily an issue in the power-up stakes. I'd guess that the magic level would be more on the order of Greyhawk (if not a little lower), rather than the level found in the Forgotten Realms.
Heh, labels are interesting. If asked, I would probably describe the campaign as fairly close to baseline D&D, which seems to be accepted as "high magic" by everyone. That's in terms of wild and wonderful effects going on, regardless of the in-game methods by which these effects are produced.
You have an evil cult of necromancers who chuck spells like harm, cloudkill and slay living around. Geoff's mage gets plenty of mileage out of telekinesis, sound lance and fireball. While teleport may be nerfed, you guys are using dimension door and wind walk to great effect. A lot of encounters feature flight in some form or another, eg the ghaele, the guardian of the shrine of Sacrifice, the time when Darius got breathed on by the cryohydra and had to make 10 Reflex saves.... And let's also not forget the session in bizarro world I MEAN the Lycaeum, with magic-substituted intercoms, PDAs and flat-screen monitors, and various encounters involving demons and beer.

The imbued-magic rules help cut down on the loot-and-plunder aspect of the game, definitely. But flying is flying, whether you get it from winged boots or an air walk spell, and that's pretty supernatural.
Something else that might reduce the anything-goes atmosphere of a stereotypical D&D game is the restricted number of game elements like races, classes, PrCs, etc. I'm not sure whether that has anything to do with "low magic" or "high magic" though. After all, most of the flashy elements like fireball are still around, and used in profusion. If anything, this points to how restricting options can be useful in creating a desired feel, regardless of what that feel may be.