It does not have to be. What if the introductory spell for flying takes a standard action to sustain
This is the exact mechanic I use in my RPG, though it applies to anyone using the flight, not just the spellcaster. On top of that, hovering takes a move action, and all ranged attacks are a full-round action (meaning that most people cannot do both in a turn). Investing further in movement magic can reduce the action time needed to use flight.
Invisibility might not be 100% perfect. When an invisible character moves, the light might refract around them in a perceptible pattern that perceptive characters have a greater chance to notice.
The base "invisibility" use of my magic system basically does this. It lets you make Hide checks in plain sight (you don't need cover or concealment). You know who invisibility helps the most? Stealthy characters. If the spellcaster does cast this on himself without investing in stealth skills (which probably still won't be as good as a thief-type character), then he might roll high and get an 18, while perceptive creatures might get +8 passively, and can always take a 10, even when threatened or distracted.
I also have rules that bonuses to attack from spells cannot exceed your base attack (this means buffs help warriors the most), reading languages gives you bonuses to Comprehension checks (think a beefy Decipher Script skill that covers reading, writing, and arithmetic) with a chance (on a successful Comprehension check) of understanding the language, etc.
You can definitely engineer magic to help people who have invested in the appropriate area. The goal is not to nerf casters, it's to say, "if you invested in this area, magic helps you the most in that area." And that seems fair to me. A spellcaster can't buff himself up to the level of a warrior, or a thief. He can get close, and he can skyrocket them.
What I'm getting at here is that you put limits on these spells so that there is an innate fairness to the magic; a fairness that admittedly wasn't necessarily there in previous editions.
Agreed.
There are so many ways to limit magic as I've highlighted above. Rationing their use through the Vancian system is really just a small part of what is possible and richly thematic.
Again, agreed.
Extend the capacity for at will spell casting.
I did this as well. You can "overchannel" spells, letting you cast spells using no spellpower. I run a hybrid spell-as-skill-check system and Vancian casting system. When you want to cast a spell with overchanneling, you make the same skill check, but with a penalty. Using a spell slot gives you a huge bonus to the check. This lets you spike higher, but use some spells constantly.
Also reduce the PCs capacity to control their environment at higher levels. Making teleporting expensive and difficult rather than adventuring macro number one will go a long way to forcing a group to soldier on (rather than the DM having to constantly rehash the "x" is going to happen in "y" hours time trope).
Yep, agreed, and did this, too. I made it permanently drain Charisma (the primary casting attribute in my RPG) to long-distance teleport. However, I can see this going either way depending on the setting, so it'd be trivially easy to say "Charisma drain is waved on long-distance teleportation" and fundamentally change the setting. Or, alternatively, it'd be trivially easy to insert that rule, changing the setting. I'd include guidelines for both.
Casters in 3e really had carte blanche in their actions. The thing is, it is not difficult to ratchet this back a step; limiting such magic but still keeping the wondrous essence so that the caster is still "special" enough. You can limit the caster without resorting to the "hp damage plus condition" ethos that turned a significant subset of wizard-lovers off of 4e.
Again I say, it should not be difficult to keep caster-players happy while keeping mundane characters relevant, necessary, powerful, desirable-to-play and significant.
Totally agreed. Also, like you mentioned, it's fine to beef warriors. I have a stance/maneuver system that gives them options, but is not semi-Vancian in nature. There are two stances for each physical attribute, and one stance for each mental attribute (9 total stances), and 9 maneuvers per stance. Additionally, you don't need to be in the stance to use a maneuver, you just need to qualify for the stance (so you could potentially be using 45 maneuvers if you qualify for 5 stances). Additionally, I've streamlined combat maneuvers (with a single feat that gives a +2 on all of them and negates any AoO you'd provoke), while also giving them some additional options for those interested (grappling maneuvers, pressure point attacks, etc.). I also have a called shot system that warriors can use to inflict serious injuries to their opponents, depending on what they want to do to them. They also tend to out-damage casters pretty handily, especially against creatures with spell resistance/energy resistance.
I've also made skills more important and increased their breadth, given them reliable tools (like a feat that lets you take a 10 even when threatened or distracted, which effects more skills with a higher Intelligence), etc. I have a form of skill challenge system, though pretty different from 4e's. While I do use skill points, there's a feat you can take multiple times (which effects more skills with a higher Intelligence) that links two skills together, so when one is boosted, the other is as well. Boosting Stealth gives you +1 to Hide and Move Silently. Don't like the idea of having both for your concept? Don't get the feat that links them. (Keep in mind, my RPG is point-based, and feats only cost one-fifth of a level.)
Anyways... yeah, I'm just in agreement, here. There's a lot of ways to deal with the issue. I think there's a lot of space to be explored, too. It does, admittedly, depend on what style of game you want, though (highly fantastic, or very low fantasy). Thanks for the thread! As always, play what you like