to build a world that emphasizes "the superiority of spellcasters" and “Magicracy Society", is the DnD 3R system the best choice?

In terms of world building edition don’t matter much.
Casters capacity to alter significantly politics, warfare, economy is obvious in any editions.
 

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Dude. Half of us are neurodivergent... which means at least half of us will think this is deadly serious, even if it isn't.

Fair.

As far as the original poster goes, as a long-time player of 3e D&D I don't think that there is necessarily any simple answer to the question. Do spellcasters want to rule? Are spellcasters common? How high of a level of power do people commonly reach?

In some places in my world, there are governments of spellcasters. In other places for different reasons there are not. Not everyone agrees with the idea "The most powerful should rule." There are other sources of authority than might.

Now as far as high social status goes, yes that is very much true. A wizard or cleric is always addressed as a quasi-noble, and both do have significant social and legal rights - for example, neither is subject to most taxation and both have rights of privacy and curtesy regarding their persons and possessions that wouldn't be extended to ordinary people. A wizard is addressed as "Your Potency", and after that "Sir" with a verbal rank then equivalent to a baronet or mayor. On the other hand, a wizard believed to be misusing their power is subject to charges of witchcraft and being lynched or summarily executed if the legal authorities are inclined to believe the charges.

One thing that is absolutely true is that religion is vastly more important in setting than in a typical game. In a typical D&D setting religion parallels modern reality, as a thing that is set off to the side and becomes an optional part of life that you can choose to engage with our not. It's not nearly as tangled up in life as it was in say pagan Rome or medieval Europe or pretty much any time before the 20th century in India. In reality, with a host of very interventionist gods with active miracle performing clergy, we'd expect it to be an order of magnitude more intertwined in life than in any real-world example. The pagan Romans who intertwined divination into every aspect of government, thought the neighboring Etruscans were a bit superstitious and overly religious. The average city in my world is more religious than the Etruscans. Everyone is a member of two or three mystery cults at the least. The alphabet soup of modern government agencies are in game world just cults with official roles in civic life. The homeless shelter, the orphanage, the school, the graveyard, the bathhouse, the gymnasium, the courthouse and possibly the brothel are all very likely just parts of temples and run by clergy of a particular deity. Your butcher is likely to be running out of the back of a temple. The police force is also a cult. Every single aspect of life is supervised by and intertwined with worship and ritual. Growing large enough to support more temples and more full-time priests is a major goal of every municipality, because there are obvious transactional benefits to having that daily blessing of a particular deity to say nothing of the general favor of that deity over an aspect of life - or at least not having their displeasure.

I've never found the classes so imbalanced that an ECL adjustment would be necessary or effective. To the extent that there are balance problems, you can tweak the rules in more subtle fashions than that. Certainly, I don't find there to be any real balance gaps in the version of D&D I play (or in any prior version say 1e/2e) before 13th level or so, a height of play I rarely do and which represents NPCS that are nearly as uncommon in my setting. But the last campaign I ran, a single 18th level wizard - the sort of thing that might come around every few centuries in a particular region - was basically governing the politics of an entire region just by his personal power and influence. So yeah, high level casters are super powerful and society recognizes that.
 


A wizard or cleric is always addressed as a quasi-noble, and both do have significant social and legal rights - for example, neither is subject to most taxation and both have rights of privacy and curtesy regarding their persons and possessions that wouldn't be extended to ordinary people. A wizard is addressed as "Your Potency", and after that "Sir" with a verbal rank then equivalent to a baronet or mayor.
…unless they’re in a region where most magic is feared and its practitioners reviled. Then they might be considered outlaws. Those who live there might be hiding from view. The foreigners who deal with magic might be tolerated, but surveilled by the state, while the populace gives them wide berth. Only those who are representing governments or powerful economic entities (like a major mercantile guild) might be addressed with diplomatic respect.
 

…unless they’re in a region where most magic is feared and its practitioners reviled. Then they might be considered outlaws. Those who live there might be hiding from view. The foreigners who deal with magic might be tolerated, but surveilled by the state, while the populace gives them wide berth. Only those who are representing governments or powerful economic entities (like a major mercantile guild) might be addressed with diplomatic respect.

Both situations are true in my campaign at the same time. I focused on Wizards and Clerics, which are the respectable sorts of magic users. But Shamans and Sorcerers are in most places feared and reviled, and are considered outlaws or in the case of sorcerers not even people.

Wizards though at least the forms of politeness are generally observed, even in places they are treated with disgust and suspicion. (Kingdom of Murogomy, Kingdom of Vestland, maybe to a lesser extent Grossican Kritarchy). But as I indicated that superficial curtesy is brittle and if they think you are practicing witchcraft among them (typically necromancy, enchantments, and diablery - the summoning of evil spirits) then things can change in a hurry. Likewise, if you are a cleric of a foreign god, you are going to be treated with formal curtesy - you are a diplomat for a powerful entity - but you are also going to be politely warned not to be spreading your alien beliefs. The people aren't going to want to offend the god you represent, but they also perceive you as a threat. Typically though, unlike the case of a witch, the civic response to your actions is going to be left to the local cults. Let the other priests deal with you, in the hopes that the grudge developed will be this god against another, not this god against your city.

One thing you have to think about is that curses have real substance in my game world beyond just being a spell on your spell list. People do generally want to wait until they think they have been wronged before acting, for fear that you'd make a curse against you more powerful by your injustice. And even if you don't like a wizard, you're going to want to try to wait until an opportune moment to act, because when you do act against them you don't want to give the time to let off a spell. You are going to be waiting for a moment you can grapple and immediately gag them, or go in with some sort of tongue snipping tool. Magic is treated as serious in my game world. Even a travelling Gutter Mage is going to get at least the forms of politeness from the city watch, because these are people with unknown and potentially incredible power. No one is going to risk merely giving offense. Unless you have built up a lot of trust as a known quantity, typically there is a breaking point here between extremes. Lots of "Yes, your potency" right before the poisons and the ambushes and the hammers, shears, and hot irons come out.
 
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fyI, I am running a campaign where mages (runecasters - mages use runes instead of spellbooks) are rare, but clerics are not. I find it quite interesting, because I've had to shift some of the assumed lore around.
Clerics
  • make potions
  • make magic items - albeit not great ones.
 


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