The suggestion to building a low-magic D&D-like system was appealing to me at first, but most propositions I've read in the last few pages requires so much restructuration of the game that I'm not interested anymore.
Is there anyone out there who would like a simple low-magic D&D ?
Well, that's kinda relative, don't you think? A big complaint from
some on the thread, and from many on D&D in general, is that the default magic system is silly. If you believe that, then nothing less than a complete overhaul of magic in D&D will fit. Luckily, in my opinion, even that can be simple as we now have
The Wheel of Time Roleplaying Game and
Star Wars as d20 games. Me, I'm gonna take the Force Adept and a slightly modified Jedi Consular (replace the lightsaber with some other ability) and make them my new magic classes. I'll also delete the classes that have minor spell-casting abilities and replace them with
WoT classes like the Woodsman. Even that's quite the overhaul, but it's simple and I don't have to actually write anything new, and I have the benefit of knowing that it's balanced (the Soldier and Armsman classes from
Star Wars and
WoT respectively are almost identical to the fighter, so the balance calibration is the same, assuming you don't do the D&D wealth, magic items, exp., etc. default progression.)
Rebuild the spellcasting classes ? Random charts for spellcasting ? 15th level fighter blowing the local baronny ? What are you people talking about ???
I agree: that's too much work. I don't mind radical overhauls in my game, but really only if I can steal from something else.
There is one thing that I strongly believe that most people here get wrong. "mysterious", "grim-n-gritty", "unpredictable" is all in the eye of the beholder. If the spellcaster can't even predict himself what outcome will his own spells have, then I believe you're better off with a no-magic D&D, not a low-magic D&D.
Mysterious, grim-n-gritty and unpredictable are three different things, and I don't think everyone who wants low magic wants them all. I like mysterious and grim-n-gritty, but the only unpredictability I want is this: can the spellcaster succeed in the skill check to make the power come off (ala
Star Wars.
Do you know the definition of "esoterism" ? It's a science kept secret from the normal populace, it's protected secrets. Magic has to be reliable to be viable and to exists. If it's not, then why the heck would there be spellcasters ???
Hate to intrude on your beautiful theory here, but historically there have always been people who studied esoteric "sciences" like alchemy and magic. And all of that in a reality in which magic doesn't work (at least that's my belief!

) So I don't really see what your gripe is, unless you mean from a player's point of view.
IMO, a low-magic campaign has a deterministic, non-flashy and reliable magic system, but nobody in the populace (i.e. among the NPC and the non-spellcasting PCs) has any idea of how magic works and what it is.
Fine. Obviously there are other points of view in this thread. For the most part, I agree with you, though. I doubt Harry Potter would, to use one rather well-known example.
From the game system point of view, all you need to do is revise the spell-casting classes spell list and to find a way to balance the mundane classes from the lost of magic item use. One simple way is to use a simple and detreministic "taxing" system for spellcasters, like subdual damage or ability damage or the like. Backfires and wildmagic is a (sorry for the rudeness) stupid idea.
It's even simpler than that: don't rebalance the other classes at all; just rebalance the spell-casting classes. You just have to be aware that the CRs (which I don't believe are more than a rough "swag" anyway) will be misleading if you do this.
There is at least two way to intepret the expression "low-magic". One way is by having few spellcasters, few magic item and few magical knowledge among the common people, the other is by designing underpowered spellcasting classes. One way or another, we blow fireball and magic missile from the spell list.
I prefer the former.
I think your distinctions are artificial. If you do the former, without changing the spell-casting classes, then the other classes are no longer balanced against the spell-casters. In a way, you have the opposite effect: spell-casters become even
more powerful relative to everyone else.