Blackwarder
Adventurer
For me, because it bring back the focus on the advanture rather than the combat encounter, vanician magic was flexible, if you found or researched the right spells you could prety much do anything if you learns it before hand.
Spells like charm person, transmute mud to rock and rock to mud and many more could be used in combat and outside of it by imaginative players.
I know that 4e introduced rituals, and on paper they seem like a great idea, but after five years of playing I can say that in my group they were used only when the DM railroaded their need, that might be because the character sheet didn't print the rituals out but the main reason was that the group was more combat oriented.
I like having spells as daily resource, especially if the focuse of the game move from the combat encounter to the advanture itself because than, having daily resource, makes the exploration phase more interesting.
The problem with 3rd ed and the 15 minute advanturing day was, IMHO, that groups tended to blow their biggest spells on the first combat encounter and than head back to rest. That was because the game design was focused on the combat encounter and not the advanture itself which lead to each combat encounter trying to be bad ass because if it wasn't the group would just brush it away with no serious consequences (I'm looking at you city of the spider queen).
Don't get me wrong here, I'm not bashing 3rd here so please don't see it as a new edition wars post, and I freely admit that the folks I played with for the last couple of decades like to fight but I've been playing with roughly the same people from basic through 2nd Ed AD&D to 3rd and now 4th and there has been a marked change with how we play the game.
To sum it up, vanician is good because it puts exploration, interaction and combat on the same playing ground eating from the same bowl of resources, if the game rule will reflect that and put more focus on exploration and interaction than I'll be an happy camper.
Warder
Spells like charm person, transmute mud to rock and rock to mud and many more could be used in combat and outside of it by imaginative players.
I know that 4e introduced rituals, and on paper they seem like a great idea, but after five years of playing I can say that in my group they were used only when the DM railroaded their need, that might be because the character sheet didn't print the rituals out but the main reason was that the group was more combat oriented.
I like having spells as daily resource, especially if the focuse of the game move from the combat encounter to the advanture itself because than, having daily resource, makes the exploration phase more interesting.
The problem with 3rd ed and the 15 minute advanturing day was, IMHO, that groups tended to blow their biggest spells on the first combat encounter and than head back to rest. That was because the game design was focused on the combat encounter and not the advanture itself which lead to each combat encounter trying to be bad ass because if it wasn't the group would just brush it away with no serious consequences (I'm looking at you city of the spider queen).
Don't get me wrong here, I'm not bashing 3rd here so please don't see it as a new edition wars post, and I freely admit that the folks I played with for the last couple of decades like to fight but I've been playing with roughly the same people from basic through 2nd Ed AD&D to 3rd and now 4th and there has been a marked change with how we play the game.
To sum it up, vanician is good because it puts exploration, interaction and combat on the same playing ground eating from the same bowl of resources, if the game rule will reflect that and put more focus on exploration and interaction than I'll be an happy camper.
Warder