Mostly I just changed the definition of "magic item." I use wrought iron as the baseline metal for everything found in the equipment list and then I use bronze, crucible steel, orichalcum, meteoritic steel and mithril to give arms and armor special properties without making them common, easy to attain or cheapening the word "magicical." In general, that means if anything possesses an enchantment it's probably going to have some side effects and they can't be sussed out with a simple identify spell, only trial and error.
It's all just semantics, but this is the best compromise I could come up with between my own desire to keep things low magic, but still let my players find and possess items that grant them certain mechanical advantages in combat or certain other challenges.
Last edited by NAJones (4/23/2014 11:58 pm)