Belegbeth
First Post
ManicFuel said:I'll jump back in on this one.
- Removing spells from the game tends to cause player revolt, so I limit spell availablity to magic schools. Finding the School of Fire and convincing the master to teach a few spells is an adventure.
- Allow any spellcasting class, but require a feat (Magical Aptitude from 3.5 works well) and a tutor for class entry.
- Make magic items count. No +1 anything or cure light wounds potions. If magic is rare, those few who can enchant items will create something special. +3 mithral plate, heal potions, +4 flaming scimitar, etc, are examples of the types of treasures I hand out.
- Don't be shy about giving these items to PCs of a lower level than normal. It is the usually the only item of that type they will find!
- Introduce low magic and grim and gritty seperately. When PCs can still "get hit 5 times with an axe" and live, it gives them some leeway when judging encounter strength. Learn the nuances of each side independently.
- I second the use of humanoids as antagonists, especially under 3.x, where monsters can have class levels. This makes encounter balance simpler.
- I also second the escape routes. Running from or talking your way out of an encounter should ALWAYS be an option.
- General advice for every campaign style, but it bears repeating. In every adventure, present the each PC with opportunities to do what they do best, and with situations where they must try something they do not do well. These go well in tandem: Fighter must make successive Spot/Listen checks or be surprised by low level warriors. Let him sweat why he needs to make these skill checks, then cut him loose on a few thugs.
These suggestions are all excellent.

I ran a very exciting "low magic" campaign two years ago using many of these ideas. The key to doing this -- as pointed out in this post -- is not to nerf or fiddle too much with the mechanics themselves. Rather, the DM needs to use the features of his campaign world in order to encourage a "low magic" feel. Secretive 'colleges of magic,' or mysterious 'divine cults,' that are reluctant to impart their 'esoteric lore' without some kind of service is a great way to further good PC role-playing, exciting plots and adventures within the campaign, and a 'low magic' feel within the world as a whole (in which magic remains 'mysterious' and 'dangerous').
Requiring pure spellcasters (wizards, clerics, etc.) to take a few levels in another class before being 'introduced' to the ways of magic maintains game balance, since the game rules accommodate multi-class characters.
The only mechanical change I introduced in my game was to treat all spell-casting as a full-round action.