Jack99
Adventurer
Tossing a 10th level fireball into the cave of orcs is not clever if you are hunting for potions (talk about a videogamey game btw). Since you would probably destroy those same potions in the process.Well, since orc chiefs have 12 hp, a single fireball would take care of the main part of an orc lair. There might be an ogre or a troll with them, I suppose. That's not what I would consider grinding so much as shopping with extreme prejudice.
Wall spells are plentiful in 4e and work just as well, and can even be used creatively. Regarding the older editions, lots of stuff done with spells was so much creative as bending the rules. If you had a easy-going DM, you could break the game, if you didn't the same spells could be almost useless.Depends really. Alot of creatures had far fewer hit points in 1e/2E. Thus damage spells were pretty effective.
Some of us were creative with our spell strategies. That didn't necessarily mean doing damage. It was more fun to have a spellbook that allowed you to figure out a spell strategy for helping the entire party do the job.
Effective use of spells like Wall of Force or Fire could control the battlefield allowing your melee and physical damage dealers to break up tough combatants. I know the majority of players are focused on damage dealing, but that wasn't me. I liked playing the wizard as a facilitator capable of changing the flow of a battle by applying a spell to a given situation.
That was always more fun.
Sad thing in 4E is that magic is very personal in effect. You can't do many group effects or effects on other people that last longer than a round or two. It's a very limiting game for players that like to use magic creatively. Same for DMs that like to use magic creatively. Even 1E/2E catered to wizard players that liked to come up with interesting ways to help the party get the job done.
Of course, this was rarely an issue, because there were so many spells that could break the game by RAW
