
After very careful consideration about how I want to go about doing this, I decided to make a low magic D&D game. It is something I have always wanted to do. Now keep in mind, low magic does not mean "no magic", it means low magic. So there will be magic but it will be relatively difficult to come by. I am using 3.5 because I know 3.5 best. Common: Freely available. Uncommon: Not going to let more then one or two of these into the game. Rare: Might allow one, if it can be rationalized well. Restricted: Require GM authorization to play. Very unlikely you will get permission unless your concept is really good. The person who decides if it is "really good" is the GM. Forbidden: Doesn't exist, or if it does exist, for whatever reason a PC cannot be it. Here are the basics. Races ---- The only common race is Human, the other races have withdrawn from the world. Halflings are a rare sight, and all others are restricted. Most humans no longer believe they even exist. Though the more enlightened know better. Monsters as PCs are forbidden. Not all races listed in the various source books exist. Classes ---- Common classes include Fighter, Ranger (Complete Warrior non-magic variant), and Rogue. Uncommon classes include Barbarian and Adept. Rare classes include Swashbuckler and Samurai. Restricted classes include Cleric, Monk, and Paladin (Complete Warrior non-magic variant). All other classes are forbidden. (A case could be made for an uncommon Bard if you know of a simple way to remove it's magic.) Since this is a low magic Campaign, the Adept (the only spell casting class the PCs can have) will have a modified spell list. It will also not require prayer (but mediation is definitely required). An argument could be made for a non Vancian Magic version with a limited spell selection instead. Clerics are quite literally clerics, and are generally restricted to a Church or order. Paladins are mainly warriors of the Church, and Monks are quite literally monks and have very little reason to go roaming about. Any feats that grant spell, spell-like or supernatural abilities require approval. Please restrict your spell, feat, and equipment to the players handbook, Complete Warrior, Complete Scoundrel, and the Arms and Equipment guide. Any prestige classes must be approved, and you must have a trainer (or it must be conceivable it can be trained in by itself). Expect anything overly magical to be outright denied. Equipment ---- You may not start with any magic items, no really. You may not start with any potions of a magical origin (like Cure Light Wounds, etc). Any equipment made by other races (such as elves), or that are seemingly magical (like a bondleaf wrap) need to be approved. Due to the low-magic nature, there will be multiple levels of "masterwork". The standard +1 is the usual cost however. The full masterwork cost table is pending. ---- Combat, monsters and treasure will be adjusted to meet your overall lower abilities. (As you don't have magic to really help you out). I will not throw in Wizards, Sorcerer's or other high magic users against you (unless they are the Big Bad or something, but even then, they will be level adjusted). All players should have a mic and use voice chat. If not, then we will instead have to use something like google docs. Since it is very easy to lose a message in the d20 chat box. I am looking for at most 5-6 players. But I would prefer smaller if at all possible.