you cannot do a dungeon crawl without at least a party medic,
REALLY good Herbs, Potions and specialist healers would do the trick I think.
Okay IMC I increase CRs by an abitary +2, use the Grim&gritty HP modified by size rule for Big monsters (like Dragons) - so PCs don't just slay dragons because they can -, have very few powerful magic items, use 'mundane' alchemy-pseudoscience (strength potions work), don't have ressurection but do give characters hero points (which having now read Spycraft lite I will replace with Action dice) and NPC allies/associates and patrons
In terms of Magic
1. Maximum Spell level is level 5. Higher levels requires the 'Archmage' Feat
2 Spell recovery at 1 day per level (ie it takes 5 days to
recover 'from' a 5th level spell before it can be used again)
3. Arcane Spells require a Spellcraft Check @ DC 15+ (spell level*2)
4. Spellcasting Fatigue - a failed Spellcraft check results in -1xspell level temporary Con damage. A Fort check is required to 'heal' this fatigue or it becomes permanent (ie using spells results in a weakening of the physical body)
5. Cleric/Paladin - Divine Spells are replaced by a specific set of Prayers and Holy Words (eg Voice of Authority gives ability to Command others (including Undead), Prayer of Consecration provides 'Pritection from', Prayer of Healing
6. Bards have no spells (but do have extended song/dance abilities)
7. Druids - are Shaman who call spirits (oUtsiders) only
9 No Magic Item Creation Feats - all Magic items are unique legendary items created by 'the gods' or ancient heroes
ps now I've heard this Rokugan rule I might just use it
- this one
While it's possible for spellcasters to intentionally awaken an item, it's also possible for an item, if carried long enough by a character with a powerful soul or connection to the spirit world, to be spontaneously awakened.