I'm trying to reply to this one, but you've messed up your coding again.
Roughly the way I do it. "We said in 4e Roll the Dice or Say Yes. But it turned out saying Yessssss was more fun." - 13th Age (paraphrased).
The caps are still there; fireball still caps at 10d6, and the race limits were a balancing factor that 3E did absolutely the right thing for - eliminated them by making humans a viable choice.
4e is Exception Based Design. This is expected. It doesn't bother with the trappings of 3e that indicate the other way.
There's two problems with saying that. The first is you can justify anything with fluff. The second is to at least paraphrase LogicNinja, "A druid shouldn't take any PRCs that don't start with the letter 'P'. And end with 'lanar Shepherd'". Wizard 20, Cleric 20, Druid 20, Artificer 20. These will break your game if played well. Any prestige class on top of the wizard or cleric is just gravy. And as a rule Druids and Artificers shouldn't take prestige classes.
Shrink Item. As normal in 3.X the answer to the limitations of magic is ... more magic.
That's why you don't do it to the casters but their faceless mooks and henchmen.
I've said how absurdly many spells a mid-high level wizard gets. Novaing at level 9 doesn't burn out all your spells. As for "Being in enemy territory", you memorise a handful of locations then teleport back home and come back the next morning. When you've run out of your literally dozens of spells.
The caster being blinded at the cost of the only bad guy being blinded is not a problem. A 50% miss chance imposed on the bad guy means he's half as dangerous as he was. And easier to kill because his defences have been nerfed. Likewise Slow; the Kraken slowed means it can no longer take full round attacks, cutting back from +28/+28, +23/+23/+23/+23/+23/+23 and a bite at +23 to one single attack at +28. You've just cut at least two thirds of the threat off the kraken. The fact that the wizard now can either move or cast a spell is, at this point, almost irrelevant. The wizard's done his job and then some - finishing the kraken can be left to the characters that specialise in doing damage.
You mean that a fighter can have a wand used on him, a wizard can use a wand?
Neither does the wizard. As mentioned he carries two scrolls of knock (costing a trivial amount) and the fighter carries a crow bar.
Your DMs aren't dumb. They are smart. The spellcasters actually casting the AoE damage spells are dumb - this is a difference. Playing a spellcaster NPC as smart would make them a very strong enemy.
Of course you don't. If you are getting hit by a weapon, your problem is you got into reach. And weapons don't bypass the hit point mechanism.
This is why, despite alowing spell resistance, Slow is the fourth of the big low-ish level AoE debuffs. It can be fired into melee selectively. It's not a burst attack, it's a "Target: 1 creature per level" and it's a save not a to hit. Firing into melee means you might accidently hit the wrong person, but with no to hit roll this isn't an issue.
He was on full hit points and out shopping. Spells memorised but none up. He also had a Solar Simulacrum to carry his shopping for him.
First, this isn't a serious problem in older editions.The wizard gets fewer spells. Debuffs are harder to get through than direct damage. Spell preparation took longer. There was a soft cap in the game at level 9. With weapon specialisation the fighter was genuinely mighty - and could shrug off spells at high level. Weapons did more damage as a matter of course at higher levels - that was one of the purposes behind large creatures taking extra damage.
As for 3.5, there are things to recommend it - and 4e made a lot of good design decisions but never explained them. If you don't have a tactical mind it can work well enough for everyone at the table. And if you're an out and out munchkin (I'm not saying all 3.X players are merely that some are and they tend to hate 4e because it is fairly well balanced), 3.X is as much a playground as Exalted.
Because winning a duel is the thing fighters are supposed to be good at. The only thing. They have literally no strategic resources as a class, unlike any of the casters. Their skills generally suck unlike the rogue. They can't take out whole armies - they don't have much area of effect and can't heal themselves. What they should be able to do is take on the biggest and meanest enemies and kill them. It should be the fighter going toe to toe with the dragon or wrestling with the Tarrasque. On the other hand, the wizard even more than the rogue is the party squishy. They are all about the strategic resources and trickery - they should be terrible at dueling because they are strong everywhere else (including on the army destruction front).
The cost of a single +1 sword: 2300GP. The cost of a single +2 sword: 8300 GP.
The cost of one hundred level one scrolls: 2500GP. The cost of twenty level 3 scrolls: 7500 GP. (Remember that unlike the fighter the wizard can make scrolls for half this). The fighter needs to spend their money on magic weapons and armour which is expensive - and ultimately will be upgraded so they are effectively consumable. The wizard doesn't need a sword. (And before you say Bracers of Defence, I'm going to say +1 Mithral Twilight Chain Shirt. ASF: 0%. ACP: 0. Total cost: 5250GP).
And the only reason the level 20 fighter was in the duel at all was three quarters of a million GP on equipment.
OK. You've made up your mind that picking locks with a skill failure beats picking locks without. But how do you get by without the wizard. You don't need a healer if you have neough potions. You don't need the fighter - the Cleric or Druid can tank. But who can replace the wizard? This is the other problem.
The difference between 4e and Pathfinder in terms of rigidity is minimal. I can do loads in 4e I can't do in PF.
In short you stopped when the Cleric ran out of spells.
Open locks is occasionally useful. Useful enough for the wizard to have a scroll of knock or two in the back of a spellbook (150GP each) for the rare things the crowbar can't deal with. If the Rogue doesn't have Open Lock he can't do it - but the wizard can spend minimal resources to be able to do it often enough.
Flight, Greater Mirror Image, a pet Solar Simulacrum, I can't remember the rest of it. There are several ways.
The problem is
You need to block line of effect. At that point it becomes an argument about what sort of materials block line of effect. And then keep that to hand. If you're arguing it has to be metal, line the hat with steel/wear a helmet - or play games with Shrink Object and throwing the object onto the crossbow bolt. (Alternatively picking up the crossbow bolt and firing it back).
Silence is an obvious and well known spell. There are answers within the fiction.
Objection! The Warrior's permanents are effectively consumables. A warrior isn't normally still using the +1 sword he found at level 1 by the time he reaches level 16.
This.
We've Gygax's own words on these boards that it was for balance purposes (and the Cavalier and Barbarian were intended to be balanced with the casters).
Bring them up to par at low levels. Linear fighter quadratic wizard always existed. It's just that they crossed at level 7 or so in a game soft-capped at level 10. In 3.X the question is whether they cross at level 1 or level 3.
This. (And everything else you just wrote).
Mine is that those rules are worse than useless. They actively make the game worse.
I noticed that and I am giving up especially now since I am reduced to trying to read all this on my phone and post from it. Teeny tiny little buttons are hard when you have fingernails and bad eyesight.
You misunderstood me I am glad that there are caps unlike in AD&D when spells just kept going up in power. Personally I think there should be caps on spells period and they should not gain in power as they mage levels.
I only played 4E for a short time before I we gave up because not one of us liked much about it. But having read this and other forums I have noticed a huge change on the way the DM is viewed by a lot of players. In the days of the 80s and early 90s the game was viewed as the DMs he made the world he made the houserules he had the final say on how a thing was going to be done. The joke used to be the DM is god. Now that seems to upset a lot of players who feel that the DM should have to follow the same rules as the players and DM fiat is a bad word. There is a lack of trust in the DM and feel that the only way to control the DM is by more rules governing every possible action that can happen in a game. I have never understood why any would play with a DM they didn't trust.
Recently in my game we had a new player for awhile a young man in his early 20s. There were a lot of times he drove me crazy over the rules. For example in my game a lot of holy places from the old times have shields around them. Their headquarters the abandon temple of Bahmut has one, only the absolutely faithful can enter and they have to have the ring of Bahmut that each of my original players has to pass. They can brings others through but only they can walk through safely.
This player would not accept that dispel magic would not work on this shield. I finally got fed up arguing with him and explained that the shield was powered by the power of a god and it would take a caster of epic levels to break it. That or a very special spell that I invented for this game to deal with the shields and that spell was a divine not arcane spell. The player sent me a long email accusing me of cheating and how DMs were not supposed to break the rules that we were only referees so we should not be able to do things outside the rules without players approval. and that I was rail roading his character because he didn't have a ring yet.
I talked to my other players and they were just blown away by the whole thing. The reason he did not have a ring yet was his choice. To receive the ring of Bahmut you must pledge your life to his cause. The player who knew head of time what this game was about didn't want to do that he thought he would have more fun being a free agent. All fine and good but I did explain that he would not be able to enter the temple on his own that one of the others would have to escort him in. Now we have been playing this game for months before he came in and he was the first player who didn't take the pledge. Yet I was the one rail roading his character. My mistake was allowing this in the first place. When we started the game I told my players to make characters that would answer the call to Bahmut, that was one restriction along with no evil or chaotic neutral PCs, to have a character who has a reason to answer this call.
He also had an issue with the fact that there are places in the world where magic does not work deadzones where some of the worst magical fighting took place as well the limitations that the wizard guilds put on sorcerers and the dangers an active warlock or psionist face if caught using their magic.
To me all of this was in my perview of being the DM. He didn't see it that way.
You don't need a wizard to get through a stone magical locked door how about a cleric to stone shape the wall to have an opening or how about a bard or a rogue with use magic device or a fighter dwarf using their knowledge of stone cutting to find any flaws to break the door down. As other have said there are ways. If I am DMing without a rogue and I know that there will be a lot of locked doors because that just makes more sense then I usually throw in a wand of knock if I don't want to spend time on this aspect of the game.
You can harp on this point as much as you like but we have played in many a game without a cleric and made do with potions and natural slow healing. I am guessing you play 4E and you like the healing surges but I don't play 4E and I dislike the entire concept of healing surges. The point is we rarely have a 15 minute day because we don't play that way because it does not make any kind of tactical sense to allow the enemy to dig in and fortified their potion. The reason why we will retreat and find a place to rest and heal early is a simple one because if we don't we are all going to die because the melee types are low on hit points. You are changing the goal posts on the 15 workday it always been about wizards going nova and using up all their spells now you are including clerics in that as well. I would think any party that is low on hit points without access to any kind of healing including healing surges would retreat to lick their wounds.
You are right you can shrink the mirror and use a spell everyday to carry it with you. If this is an important tactic to the party they will find away. But unless their enemies don't have the same access to the same resources then as a tactic it shouldn't work every single time and if it does like I said this is not the fault of the spell but of a DM who does not know how or does not counter the party abilities because he has bought into the myth that some how that is unfair.
Scry can be a fun spell and scry and fry should be allowed sometimes because it is a fun tactic but like anything their should be certain consequences for spying on your enemy or anyone else. A rogue invisible sneaking around spying is in danger of getting caught and punished so then should a wizard or druid using scry to spy. I hate this entire idea that because a spell can be misused and there are DMs out there not willing to step in and stop the misuse then lets just stop having the ability to it at all.