All you really need to do to make sure everything works out is make it so that the player characters can resist and recover (little magic = little healing) from encounters as if they did have a dedicated spellcaster in the group. Spellcasters aren't needed for offense in D&D unless a monster/opponent is specifically chosen and designed for that. They're only really needed to counter effects, heal and recover from injuries, and get you around faster and easier than purely mundane means would allow.
You can cover the countering aspect by introducing some new feats. Feats that duplicate effects like a Paladin's divine grace ability and/or allow non-casters some means to counterspell are quick examples of what I mean. The recovery bit is easily handled by having relatively inexpensive or easily obtained magic items that grant Fast Healing or even Regeneration. They don't help much in combat, but once the fight is over they can be ready to move on in short order. etc.
For everything else, it's all a matter of creating plot devices that the players can obtain as appropriate. The nice thing about that is you can turn that into an adventure in and of itself. You could even go a step further and make it a gestalt game, allowing players to compensate for the lack of magical firepower and "buffing" by instead relying on versatility.
Mundane parties are perfectly valid and easily dealt with as long as you keep these concerns in mind. And since you're not worried about the game being low-magic, all of those things and more are totally reasonable and easily dealt with. In fact, I'd love to play in just such a game. Mundane characters are, by far, the most fun to play.
You can cover the countering aspect by introducing some new feats. Feats that duplicate effects like a Paladin's divine grace ability and/or allow non-casters some means to counterspell are quick examples of what I mean. The recovery bit is easily handled by having relatively inexpensive or easily obtained magic items that grant Fast Healing or even Regeneration. They don't help much in combat, but once the fight is over they can be ready to move on in short order. etc.
For everything else, it's all a matter of creating plot devices that the players can obtain as appropriate. The nice thing about that is you can turn that into an adventure in and of itself. You could even go a step further and make it a gestalt game, allowing players to compensate for the lack of magical firepower and "buffing" by instead relying on versatility.
Mundane parties are perfectly valid and easily dealt with as long as you keep these concerns in mind. And since you're not worried about the game being low-magic, all of those things and more are totally reasonable and easily dealt with. In fact, I'd love to play in just such a game. Mundane characters are, by far, the most fun to play.