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LFP - D&D 3.5 - Home Brew - Low Magic

Welcome Adventurers! Hey folks! I’m putting out feelers to see if there’s interest in a D&D 3.5 game that’s a little different from the usual fare—something more grounded, with a lower power level and less reliance on magic. If that sounds like your kind of thing, read on! What Do You Mean by 'Low-Powered, Low-Magic'? Think Game of Thrones in its early seasons or The Lord of the Rings . Magic exists—it’s real and powerful—but it’s rare and awe-inspiring, not just another tool in the adventurer’s kit. Spellcasters and magic items are few and far between, and even the smallest magical effect can be game-changing. This kind of world makes the stakes feel higher, and every decision carries more weight. You’ll need to think, strategize, and rely on your character’s skills and ingenuity to survive and thrive. How Does That Work in a Game Like D&D? Good question! It’s not exactly how the game was built to be played, but with a little tweaking and some buy-in from the players, it works really well. It means some classes and abilities will be adjusted to fit the tone of the game, but nothing that makes the game less fun. In fact, I think it’s even more rewarding to play in a world where every victory feels earned and every challenge matters. Have You Run This Kind of Game Before? I have! I’ve run a few campaigns like this, where the world is a little darker and more dangerous, but still full of adventure and opportunities for heroics. If you’re into stories that feel more personal and immersive, with a focus on character development and clever play, you’ll love this kind of setting. The Details Character Creation : 28-point buy system, starting stats at 8, with no single score going over 15 before racial modifiers. Most options will come from the Player’s Handbook , though I’m open to chatting about exceptions. Some classes and races will have minor tweaks to fit the low-magic vibe. The Vibe : Less hack-and-slash, more focus on story and character. Magic is rare and wondrous; danger feels real. When and How Often : Bi-weekly sessions starting as early as February. I’m available: Mondays or Tuesdays starting at 2 PM CST. Wednesdays between 4 AM and 7 PM CST. If there’s enough interest, I can try to be more flexible with scheduling. Why Should You Join? If you’re looking for a game where the story takes center stage and you want to explore a world that’s a little harsher but a lot more rewarding, this is it. I’ll bring my A-game as a DM, and together we’ll craft a campaign that’s full of tension, excitement, and memorable moments. If you’re interested or have questions, let me know! Once I know there’s enough interest, I’ll share more about the setting, house rules, and anything else you’ll need to dive in. Hope to see you at the table!
No one is joining a 3.5 game that bans content chief 
Oh boy, ok then.  So, no, the issue isn't banned content. No, the issue with low magic campaigns isn't 'rules for thee but not for me'.  Again, as someone who has done this more than a few times, the issue that normally breaks these games is the lack of player involvement. To be blunt, it's players wanting to fireball everything as the answer to the question. Once you break that habit you can have a staggering amount of fun with D&D 3.5. And this is something I understand. Wanting to get stupidly powerful is part of what makes 3.5 fantastic, but some players might want something a little less on the sizzle and more of the steak.  As far as monsters... I mean, don't call other people lazy. This is my threat about a game I'm going to run. I'm not one of your DM's from the past and I don't appreciate being compared to them if you want to see what I can do in a low-level game like this sign up and see for yourself. Don't come into someone's conversation-making suggestions about their abilities based on others.  As far as your concern, most monsters don't need to be modified. You get up around CR 7 and above then we are talking about having to make some changes and monsters with a CR of 10+  is when you need major modification. This in no way limits what can appear in a game given that there are five official monster manuals, 60+ supplemental books, and a metric ton of quality homebrew critters that work rather well. As far as content for player classes that's a conversation. Most DMs go hogwild on the magic items that end up breaking the game anyway so pulling that dial back a bit isn't going to harm anyone. Adapting classes is a bit more on the sticky side, I mean is a wizard still a wizard without summon monster or fireball? The answer is yes. Look, you don't know me or the work ethic I have when it comes to my games once I get them going so let's not toss around the generalizations. If you're interested in playing let me know, if not thanks for the bump on the threat and your opinion but I don't think any further discussion on the subject of how lazy DMs are is needed. 
I don't necessarily think that will be a problem but going 'phb only' just means you don't care about the characters the players are going to make, you only either care about your 'prescious story' or your own backwards, mistaken idea of game balance. Either way it's not going to be a roleplaying game anymore, it's going to be a book or a board game
Mr. Smithinator, you're trying to change the mind of someone who thinks people looking for non-racist groups are (insert their own race)-supremacists here. I don't think that the dude who plays "I'm not touching you" with the politeness rules of Roll20 is here for an adequate description of your game. They just want you to react and give them fodder for their sad lives.
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I'm not trying to change anyone's mind. I've done this for way to long  to sit back and argue with people who don't and refuse to even try to understand. I was hoping that clearing a few things up might help someone else.  That said, as to 'not caring about what players want to play'. First, you've not even attempted to communicate what you would want to play. Second, I know of no DM that runs a serious game that allows unrestricted access to any and all supplements without restrictions. That causes chaos and a hours of rules debates during the game. Third, you have no idea what you're talking about. Comfy you've never played in a game I've ran, you've never seen any game I've built and you have no idea how I interact with players. You clearly have your own agenda and this type of game isn't for you, fine, but stop trying to be the center of attention. This type of game is clearly not for you so go elsewhere. The heart if my games is a dialog with the players that doesn't seem to be something you're interested in.    
Ok, everyone knock off the name-calling and the racist suggesting. Second, you're right, it is a little 'unfair' to allow the DM to use any resource for monsters while restricting what players have access to. That said, this isn't a case of 'rules for thee but not for me'. If during play a player wants to adopt a feat from a book outside of the PHB there is nothing that is going to stop that from being allowed as long as it doesn't break the theme of the game or is some kind of attempt at power gaming.  Look, I'm sick to death of people showing up with a level three character is monk 1, wizard 1, and rogue 1 with feats from all over the place that makes no sense. This is not how the game should be played. If, for example, I'm playing a fighter and want to cross-class into a wizard I can't just magically wake up one day and become a fighter/wizard. I can't magically learn some obscure feat from a source my character has had no exposure to out of the blue. Everything has to make sense within the world and the classes.  I've run games like this before. I have an entire setting based on this premise with custom classes and abilities that fit the low-powered but still capable theme. I've never once denied a player who has approached me with a reasonable choice for their character and the options they want to use. I'm in the process of getting all of this put online. The point of that setting and this kind of game is to focus more on the actual characters rather than what special little feat you can nap from some obscure source in an attempt to break the game. I also don't railroad my players. There is a story and plot but the game isn't on rails. The way I DM isn't a sandbox nor is it on rails. The way I look at it is like this: You start in New York and your goal is to get to LA. There are a million and one ways to get to LA and its my job to keep you moving forward without forcing you down a path. That's one of the reasons I'm a little timid about trying this online as trying to improv encounters takes quite a bit of work.  Still, this type of game isn't for everyone. 
I'll throw my opinion in :) yes I'm probably kicking the hornets' nest. Somewhere at the start of the DMG: "use of these rules is a guide, not a straitjacket". Also: "if it's not in the rules, does it rule a situation out? No!" Seems to me OP is free to run the game as (s)he chooses, and if a player wants to join, great, if not, find another game. And I like the sound of this one, I'd consider joining myself if I wasn't already trying to get my own game on the go. Variety is the spice of life and jolly good luck, MrSmithinator :)
ignoring all the previous stuff, I sent u a dm about joining
I will retract my statements, I may disagree but Jay is right.
Shadow, have you ever tried a game like this with someone who has do it before? 
Smith if you like I can help you out. I have some 3.5 players i can't run for right now msg me.