Blood axe wrote:I may be wrong- but it seems like you run a pretty "low magic" campaign. Do you do the same for spells/magic? A low magic game can be really interesting, but it takes alot of skill to pull off!
I guess it depends on what you mean by low magic. I allow my players to have full access to all spells using classes and make items/scrolls/potions according to the rules, but finished items are VERY rare for purchase, and magic shops don't carry much. Can a fighter walk into a city, find a magic shop, and buy a +1 sword or helmet? Not generally; these would be scooped up by the Captain of the Guard, mercenaries, etc long before the player arrives. HOWEVER -- if character survival depended on it, then I would make it available.
I do put magic items as drops for boss fights and in some hoards, especially scrolls and potions, but keep 'em pretty rare. I prefer a more pulp style in my LL game, in that magic-users are rare, very powerful, and usually very corrupt. They are also aware of most every other magic-user out there and most of the magic-using Guilds are actually quite dangerous: You may gain access to research, but you are just as likely to get killed if you find yourself getting too strong too fast. The Guilds are a good way for a player to gain new spells without having to rely on chance, though. If you REALLY want fireball, qualify for it, and have been paying your dues to the Guild -- sure, why not? It makes the game more fun for the player and doesn't do any harm.
Compared to my Pathfinder games, LL is almost NO magic, however. It's a matter of game mechanics, really. Unless your character has maxed out magic items according to his wealth/level, you simply cannot survive higher levels in 3.5. Something like a Ring of Protection in LL, however, which are DOUBLE powerful (in that they give bonuses to your AC and your saves) would be super-rare.