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D&D lovers who hate Vancian magic

Well, Celebrim, I think that while you have hit some of the criticisms, they actually aren't the really pertinent ones. At least for me.

Cool. An answer.

Vancian magic, for me, forces players to choose broad effects over specific effects.

Err.. don't you mean it forces players to choose specific effects over broad effects? One of the advantages of a free form magic system is you can apply a general broad power (say 'manipulate fire') to a wide range of specific effects. Vancian systems don't let you do that, and instead force you to exchange depth (more powerful effects) for breadth (flexibility). Likewise, pointbuy systems allow you to buy the effect at the level you desire, which is another example of flexibility that Vancian depricates in exchange usually for greater raw power per resource expended of the effects that you can produce.

So, after a while, every wizard looks pretty much the same. I mean, there's a reason that sleep, magic missile and fireball are all iconic wizard spells, while, say, Illusory Script, isn't.

Yeah, but in all fairness, if we had a non-Vancian system something akin to sleep, magic missile, and fireball would still be more iconic expressions of wizardly power than say illusory script. In fact, in a non-Vancian system I wouldn't be surprised to find no provision for illusory script at all. Whereas, at least in D&D, if you find you need an Illusory Script for some purpose, you can simply prepare it. In non-Vancian systems, even if it is possible, chances are you aren't invested into the character building resources that would allow it and would hesitate to waste scarce resources on them in the first place.

The rules a filled with spells that are almost never used, or are pretty much only used by DM's because the effect is so specific that no one in their right mind would give up the slot to take it.

And interestingly, in non-Vancian systems, these specific effects are often simply not covered in the interest of conserving space. While having a system with 4000 or 5000 detailed spells makes for a very rules heavy system, it gaurantees that the system has amazing breadth in its potential application while avoiding the difificulties in adjudication that normally come with freeform systems (which is one of the only other ways to provide similar breadth).

Which brings up the next issue. Fire and forget magic only exists in D&D. It's the only place you see it...

And Zelazny's 'Amber' series. And obviously 'Dying Earth'. And in practice, many fantasy series where the don't explain the basis of magic are as well approximated - or better approximated - by fire and forget as any other system, if only for the very obvious reason that we don't see the magic wielding characters use the same effect over and over again. Other than his 'light' spell, which seemed attached to his staff in some fashion, I'm not sure we see Gandalf cast the same spell twice nor more than a couple spells in an entire day.

It's pretty bad when the premiere fantasy RPG models Gandalf with a druid.

No it's not really. I would argue that D&D created the 'wizard' archetype, and that the historical notion of 'wizard' is more closely related to the D&D cleric than to the fireball slinging wizard that has become archetypal. The historical 'wizard' is religious, tied to invocation spirits and gods, and produces subtle not easily observable effects. Yet, are you suggesting that the very notion of Wizard that D&D created ought to be thrown to the curb? However, that's all probably better left to another thread.

And the argument is pretty solid for making Gandalf a druid and not a wizard.

As I said, doesn't surprise me.

The point you're missing Celebrim, is not everyone wants to play a wizard that stands around, warming the pines until it's time to kick the point after. Some people want to play wizards that can interact with the action of the game just as often as everyone else.

That position is only a valid criticism of D&D for the first few levels, and then only strongest of 1st edition which didn't give bonus spells to wizards nor did it give them usuable cantrips. After the first few levels, you have enough spells that you can fire off a couple in every encounter and you have wands and other implements that give you additional expendable resources.

But even more to the point, this is a criticism of a particular implementation of a Vancian system, and not something intrinsic to Vancian entirely. Are you suggesting that your major complaint with vancian would be addressed if you didn't have to toss darts and poke people with your quarterstaff from 1st to 4th level?

I don't understand why their tastes are somehow less important than yours.

It has nothing to do with importance. I simply don't understand their tastes and I would honestly like to. For one thing, I would love to feel like I had enough understanding that I could design a system that would make everyone happy.
 
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It neither explains nor is an answer to my satisfaction. It did prompt me to reread the thread from the start just so I could track your stance in it, which was more informative than your answers are.
It explains that tastes are subjective, which may mean that sometimes people's tastes are different than yours. That is justification enough for people when we are talking about a matter of taste, which is invariably what the Vancian magic discussion amounts. If you think that it answers nothing, it's because you are asking the wrong questions.

I'm sure that those have a role, but when you make this argument I'm reminded by those that have denounced hit points and classes and other D&D mechanics as primitive, archiac, useless, and only retained because they were the way things have always been done. At one point, I probably would have counted myself among that group, but I later came to see it was not so, that hit points and classes had strengths and that they were retained not primarily from nostalgia but because they were good mechanics. So I deny that these are the defining reasons as well.
It would be nice if you could actually address the points of my posts instead of trying to frame me guilty by association. Thanks. As I said, there are people, like myself, who view Vancian magic as something modular that can be replaced by other systems without a loss of integrity to what constitutes D&D.

Vancian magic was retained in a clear form into 3e because it was a solid mechanic, and I believe 4e suffers on the whole from its lack.
And not because of backwards compatibility or because of what's "True D&D"? But I do agree, it's a solid mechanic for what it does. But it's not the only solid mechanic, nor is it the only solid mechanic that fits people's sense of magical aesthetics. I am puzzled by how 4E suffers from its lack, when you "define 'fire and forget' as having discrete non-interchangable packets of powers which when expanded become inaccessible over some in game time frame," which is precisely how 4E operates with Encounter and Daily powers.

I'm not going to go that far, because I think things are still D&D even without magic. But, the question of 'What is D&D?' is a difficult one and seems to lack a definitive answer. I think it is matter of opinion whether D&D is not D&D any more if Vancian magic removed, but I find it easier to see the logic of a person who says, "Without Vancian as option, it's not D&D." than someone who says, "Without Vancian as an option, it's still D&D." So without addressing the other issues, I feel confident that while having an option other than Vancian is a good idea, kicking it to the curb is probably a very bad idea if you are trying to establish some sort of base line D&D rule set or experience.
You can have Vancian as an option - not that I'm one to be in power to grant such things. I'm not wanting to kick it to the curb - not entirely at least - but I do want non-Vancian magic a modular option for magical classes that's given proper ability to stand shoulder-to-shoulder with Vancian magic as "core." That I think would largely still "shut up" people who want Vancian removed, as I do not think at heart they want it removed, but that they want available non-Vancian options that are "just as core." Call it Equal Rights for Non-Vancianite players of D&D.

Generally speaking, many of them do. When 4e was announced, we got a flurry of interest from people who said, "If they drop Vancian spellcasting, I may come back to D&D. Vancian spellcasting drove me away from the game." Whether 4e kicked Vancian far enough to the curb to satisfy them, I don't know. Likewise, while you can play anything that you want, I think some sort of explanation for why you are playing D&D when you don't like its core mechanics would be helpful. From what I can tell so far, its because in your case you are most unhappy only with Vancian in its purist form and that the presence of variants is something you can tolerate. Plus I also gather that you feel, as I don't, that the 3.5 psionic system is a very strong system. For my part, I think it could be a strong system, but its being limited by its ancestory as a 'psionic system' (which it truly to my mind ceased to be in 2e).
Ah, but you are confusing a dislike of the Vancian mechanics for a dislike of D&D when it's not the same. People's dislike for Vancian magic may be strong enough to have them stop playing D&D, but it's not necessarily because they hate D&D, but because of a particular ingrained magic system. As this thread attests, there are many who love D&D while disliking Vancian magic. I do not mind Arcana Evolved, for example, because it can be used to replicate the idea of mana/spell points and a closer approximation of the aesthetic of "mana" or "magical juice," with flexible magic through weaving spells up and down, diminishing and heightening, templates, etc. When a magister runs out of spells, it can be explained through fatigue and being out of "juice." How are they out of juice? They weave spells up or down until they are simply out of "mana." It's only at higher levels that some lower magic becomes trivial to the point that it becomes at-will. But it operates almost entirely like mana point systems, but "minimum power levels" for certain effects/spells are organized more like traditional D&D spell charts. You could fairly easily convert the AU/AE system to mana points. You are right in that sorcerers are not entirely satisfactory in this regard, but they are closer, which is why non-Vancianites tolerate them more readily than Vancian wizards; it's perceived as a closer step in the right direction for them.

Even though they are fire and forget? I think you are defining fire and forget pretty narrowly here. I define 'fire and forget' as having discrete non-interchangable packets of powers which when expanded become inaccessible over some in game time frame. Thus, I consider both the Wizard in 1e and the monsters in 1e with their list of spell-like abilities useable 1/day or 3/day to be Vancian. Both are systems that have been with D&D since the beginning, and both use a common set of rules. The 3e Sorcerer is still Vancian because, after you've expended your 3rd level spell slots, you cannot merge your unexpended 2nd level spells slots to produce a 3rd level spell. This is not true non-Vancian systems, but is a typical feature of core D&D magic systems and generally not associated with other game systems. Likewise, the 1e or 3e monster with two different spell like abilities, each usuable 3/day, is a Vancian spellcaster. The fact that they all can use a common spell list to my mind is pretty definite proof of that.
You can define "fire and forget" however you please, but that's not the conventional understanding of "fire and forget" Vancian mechanics. The mechanics of "Vancian magic" says nothing about spell levels themselves. The sorcerer is non-Vancian, even thought it shares the same spell list, which is more a matter of comparable power level than any shared Vancian mechanics.

Subclasses of a class are still members of the general class.

I don't know what you tried to refer me to, but after reading the thread, far from being hyper-liberal on this point I would call myself a moderate. Other posters defined as Vancian ANY system which restricted powers on a #/time frame basis, as opposed to systems without expendable resources or with a fungible mana point system. And while that might be over broad, I can see their point.
Subclasses of archetypes, yes, but I would not go as far to say that they are subclasses of the Vancian system.

I'm sympathetic to this approach, but I'm not very sympathetic to it replacing the Vancian system as the core system. For one thing, from the DM's perspective, monsters are easier to write up and to run using the Vancian system or a variant than they would be using a spell-point system or a variant. Bookkeeping and math put a much bigger burden on the DM - who must run multiple NPC's and manage a game - than they do on the individual player who must only run a single character.
Thankfully, most non-Vancianites, I would say, are not advocating a replacement, but a modular replacement that can exist alongside Vancian magic and is "just as core."

Not that you've yet explained what this matter of taste is that drives you to spell point systems.
Perhaps it would help me if you were to provide an example by explaining this matter of taste that drives you to Vancian magic systems, that way I could better shape my answer to your inquiry. But I will say that I'm not entirely drawn to spell point systems, as I also happen to like flexible systems like in True20 and Blue Rose. But these systems view magic much like in Avatar the Last Airbender, to use an example you've mentioned as being inappropriate for Vancian magic. It's a limited form of freeform magic which has its own unique sets of tactical challenges and creative uses. I also like Green Ronin's magic system for Dragon Age, though it's unfortunately designed for 3d6 and not d20. I'm more than happy to tone down the power level of flexible magic systems, as I am one of the most ardent advocates for minimizing the fighter-wizard power parity. I'm more keen on simulating a broad magical aesthetic than any desire, conscious or subconscious, of powergaming.

And no, I'm not going to buy that there is no logical explanation.
While I doubt repeating myself will do either of any good, I do feel as if I sufficiently explained myself. Loose "logic" of such nature is ultimately a tool that can be used to rationalize just about anything, just as you used "logic" to rationalize the mechanics of Vancian magic. It's a rationalization that follows the game mechanics, but it is not one that proceeds it.

As I said, I wouldn't run something like Avatar the Last Airbender with Vancian magic, but on the other hand, I wouldn't be that offended if people who saw the homebrew I put together to run the game claimed that I'd departed so far from standard play that the game wasn't D&D any more.
I do think that running alternative magic systems within D&D are just as viable to call "D&D" as running games with Vancian classes. Again, would running a psionic campaign in 3e (core in the SRD) not be a D&D campaign? If it can be considered "D&D," then so too should a modified psionic system that was appropriated for the classes with Vancian systems.

That seems to be a huge and illogical leap. I'm by no means saying that alternate magic systems can't be provided for D&D. I'm saying that Vancian is D&D's core magical mechanic, and the further you depart from it the less your variant will strike the majority of people as being D&D. But by all means play the game you enjoy, and if there is a market for it by all means D&D's publishers should be trying to meet it.
I certainly don't expect that you have, but if you read my views about Vancian magic here and elsewhere, you would know that I have advocated for multiple modular options for magic systems that could both be presented as core materials for the Vanciantes and non-Vancianites, such that a player can play both a Vancian and "non-Vancian wizard" with equal validity as "core."

Though, I think they'd do a better job of meeting it if we could well define what it is that people liked about a given variant compared to Vancian.
This thread is not about what alternate magic systems people prefer to Vancian magic, but "D&D lovers who hate Vancian magic" and why they have stayed with D&D. That's primarily why many people on this thread have not talked about what systems of magic they prefer.

I don't take a lot of responcibility for people getting offended for things that aren't offensive. Are you completely sure that the problem isn't that you have a dog in this fight? Because you've repeatedly made assertions about my stance that are false, and given the fact that you've repeatedly and to my point of view wildly misinterpretted me, I'm not about to apologize for how you think I'm coming off.
Who are you to determine whether or not you have said something offensive? And I'm not the only one in this thread who think you are being dismissive or rude. But if I have made false assertions about your stance or wildly misinterpreted you, it is not intentional, and I am not above being corrected in those regards, though I do not see where you have given me prior indication where I have done so. But again, if I did, I apologize.

Not as far as some claim. Historically speaking, first to market brands end up losing to second to market brands more often than not because second to market brands are usually able to learn from the first ones mistakes and provide a superior product at a lower cost. That D&D endured is not I think primarily attributable to being first.
That's not always true though, and sometimes the first has the right set of conditions that allows them to continue market dominance regardless of "better" alternate products.
 

Historically speaking, first to market brands end up losing to second to market brands more often than not because second to market brands are usually able to learn from the first ones mistakes and provide a superior product at a lower cost.

That is actually not correct. The single strongest predictor of success in the market is being first to market- something like a 67% correlation according to my studies (using 2003 data).

Now, this is no guarantee: to maintain first position requires work, and the lead may change from time to time, but more often than not, first to market leads the market.
 

So for those who really despise Vancian magic as much as some clearly do, I have to ask: What is it about D&D that attracted you to the game?
Great full colored art (my first book was the German AD%D2nd PHB). Don't blame me, I was a kid and only used to black and white illustrated RPG books. Then I stayed for Dark Sun and Ravenloft.
 

Just to add a viewpoint of someone who isn't a fan of D&D, I'm going to link to and excerpt from Ron Edwards' essay on Fantasy Heartbreakers.

He starts out by outlining that Fantasy Heartbreakers are almost all D&D derived by people who liked the playstyle of D&D:
Part One: Aaarrrghh!
Let's take the most painful aspect of these games first - not one of them demonstrates a shred of critical perspective regarding role-playing techniques. The authors played Old D&D, and their decisions about their games demonstrate a perfect salad of patch rules, unquestioned assumptions, and touted "innovations" that induce migraine, all founded on this single template.

For instance, let's look at this weapons list from Dawnfire: Bill-Guisarme ... Flail, Flail (horseman's), Glaive, Guisarme, Halberd .... Lasso, Lucern Hammer ... Trident, Voulge ...

Just rolls trippingly off the tongue, doesn't it? (For those of you who are wondering what I'm talking about, we older role-players memorized the weapons-list in the 1978 Player's Handbook through sheer concentration and fascination, such that its cadences took on a near-catechistic drone.) Same goes for armor in these games; it's like a chant: padded, leather, studded, ring, chain, banded, splinted, half-plate, field plate, full plate ...

That's a mere detail, however, compared with the other evidence that AD&D, vintage Numero Uno, provided not only the model, but the only model for these games' design - to the extent of defining the very act of role-playing.

He then goes on to underscore the differences between the Fantasy Heartbreakers and D&D:

Part Two: Hmmm!

...


But back to design. Some interesting patterns show up in terms of differences from old D&D.
  • All of these games have skill lists.
  • All of them except one have randomized attribute systems, but also an extensive set of secondary attributes which serve to homogenize the actual Effective values (i.e., those used in play).
  • All of them greatly emphasize character race (species, really) as a major modifier of the randomized attribute system.
  • All of them have levels in one fashion or another, but interestingly, in all cases, a very diminished version of levels with not-terribly-notable effects on the character's game effectiveness, compared with the role of skill proficiency.
  • All of them "crunchify" D&D combat in a RuneQuest or Rolemaster or DragonQuest fashion, placing emphasis on individual character speed and action-by-action (freeze-frame) resolution.
  • Almost all of them rely heavily on damage rolls, but make some effort to integrate "how well you hit" into the final effect.
  • All of them have one speedy-race, one or more brute-race, and one pretty-race (either winged humanoids or kitty-people), as well as the standard elves and dwarves.
  • Not one uses a D&D style magic system (much more about this later).
Note that last point. These people all loved the D&D playstyle enough to write their own games that were closely based on it. But without exception every one of them changed the magic system.
 
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It explains that tastes are subjective, which may mean that sometimes people's tastes are different than yours.

I know tastes are subjective and I know people's tastes are different than yours, but you have not convinced me that it is a matter of taste. Some or all of your underlying reasons for preferring non-Vancian to Vancian may be matters of taste, but presumably you have underlying reasons.

It would be nice if you could actually address the points of my posts instead of trying to frame me guilty by association.

I do not intend to frame you as guilty by association. Rather, I'm saying that that you seem to be saying that Vancian magic is something which is retained in D&D primarily for reasons of nostalgia, much like many say about hit points classes, armor reducing the chance to hit, and other classic D&D mechanics are dismissed in this way. In short, you seem to be saying that other people like these things merely as a matter taste and I'm rejecting that.

As I said, there are people, like myself, who view Vancian magic as something modular that can be replaced by other systems without a loss of integrity to what constitutes D&D.

As I understand your argument at this point, you are saying that when Vancian is removed and replaced with an alternate system, D&D remains the same game and the only choice between Vancian and non-Vancian is a matter of taste - like vanilla versus chocolate. This isn't very convincing. I'm trying to unearth what it is that non-Vancian is adding to the game (or what particular Vancian detracts from it), and if I seem to be needling you more than others, please take it as flattery; it is because I think you are more likely to have the answer than some others who are offering less rational and thoughtful reasoning.

I am puzzled by how 4E suffers from its lack, when you "define 'fire and forget' as having discrete non-interchangable packets of powers which when expanded become inaccessible over some in game time frame," which is precisely how 4E operates with Encounter and Daily powers.

Don't get me started on 4e; the moderators will close the thread or at least kick me out of it. Suffice to say that I think the 4e variant offers the worst of all worlds, being both inflexible but verbose, with both poor simulationism and high redundancy in game play.

I'm not wanting to kick it to the curb - not entirely at least - but I do want non-Vancian magic a modular option for magical classes that's given proper ability to stand shoulder-to-shoulder with Vancian magic as "core." That I think would largely still "shut up" people who want Vancian removed, as I do not think at heart they want it removed, but that they want available non-Vancian options that are "just as core." Call it Equal Rights for Non-Vancianite players of D&D.

That seems like a perfectly fair and reasonable request. Now help me understand your love of point buy systems and what you dislike about Vancian; not that it is in my power to grant your request either, but just for the sake of communication.

I do not mind Arcana Evolved, for example, because it can be used to replicate the idea of mana/spell points and a closer approximation of the aesthetic of "mana" or "magical juice," with flexible magic through weaving spells up and down, diminishing and heightening, templates, etc.

I find that really interesting, because when I encountered AE I found it to be only a very minor - very minor - variation on Vancian magic, and indeed so minor in its differences that it never struck me as being worth converting my houserules (which is about 80% 3.0e) over to what AE had done. I saw the tiny advantages of the system not being worth the effor or additional complexity and possible losses of balance. But you are seeming to say that this tiny advantage is to some people a huge improvement and sufficient to get them to accept the otherwise detestable and hated Vancian system. That I find really intriguing.

When a magister runs out of spells, it can be explained through fatigue and being out of "juice."

Yes, but I'm perfectly happy to flavor even traditional Vancian in that way depending on the setting. Casting spells in some way fatigues the caster until they run out of joice, which is why a traditional D&D wizard can't simply immediately reprepare spells and requires rest before he may do so.

You can define "fire and forget" however you please, but that's not the conventional understanding of "fire and forget" Vancian mechanics.

I appear to be far from the only person that defines it in this way, and far from the only one that sees the Sorcerer as being a trivially minor variation and part of a general family of related Vancian style spellcasting. Certainly I don't recall seeing Sorcerer mechanics utilized outside of the D&D family of games.

Perhaps it would help me if you were to provide an example by explaining this matter of taste that drives you to Vancian magic systems

I don't think it is a matter of taste. I think that the Vancian system offers concrete advantages for D&D or any other system that involves regular combat and is seeking to emulate the feel of being within in a generic fantasy story. I don't see my logic as loose at all. It's as logically suited to simulation of generic fantasy as a system without expendable resources would be to simulating most anime style fantasy, comic books, or action adventure movies or a system involving encounter powers and manuevers would be to simulating the tropes of wuxia or Mighty Morphin' Power Rangers/Voltron. It's not a matter of taste, save in your preference for the genera being emulated.

Again, would running a psionic campaign in 3e (core in the SRD) not be a D&D campaign?

You are better positioned I think to answer that question than I am. Tell me what it is like. How is it different or similar to normal D&D? What are you trying to achieve and why? I'll say this, I think that the point buy system with the manifester level cap is certainly more suited to emulation of generic fantasy than a lot of other mechanics I can think of.

Who are you to determine whether or not you have said something offensive?

Who better? If we forgo that right, then we put ourselves at the mercy of anyone who whines that they are being victimized and any debate, discussion, or argument can be ended - and won - simply by claiming that you are offended. It strikes me as a standard that would make for a very uncivil society - or forum - for we would be shackled to moods of the least tolerant and most aggressive members. We'd simply encourage people to jump into threads, claiming outrage and causing trouble. I do not mean to be insulting, though I'm aware I can be abrassive and I apologize for any cuts and contusions I may have cause. I assure you, I'm not so patient that if I didn't have high regard for you, that I would continue to respond in such a lengthy manner.
 
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I know tastes are subjective and I know people's tastes are different than yours, but you have not convinced me that it is a matter of taste. Some or all of your underlying reasons for preferring non-Vancian to Vancian may be matters of taste, but presumably you have underlying reasons.
So do you still only think that Non-Vancianites are a bunch of confused, ignorant, power gamers? Why do you honestly think that all these aesthetically different non-Vancian magic systems were developed both inside and outside of D&D? Why do you think that something as subjective as "the aesthetic of how magic should work" would not be a matter of taste?

I do not intend to frame you as guilty by association. Rather, I'm saying that that you seem to be saying that Vancian magic is something which is retained in D&D primarily for reasons of nostalgia, much like many say about hit points classes, armor reducing the chance to hit, and other classic D&D mechanics are dismissed in this way. In short, you seem to be saying that other people like these things merely as a matter taste and I'm rejecting that.
Nostalgia is definitely a part of it, and I certainly don't think you can deny otherwise. Even casual glances throughout this thread and other Vancian threads sends Vancianites into fervent ceremonious chanting of "If it's not Vancian, it's not D&D" and "D&D is not D&D without Vancian magic." But I have also proposed that the system stuck due to a concern for backwards compatibility of editions (sans 4E), which would include for Vancian magic.

As I understand your argument at this point, you are saying that when Vancian is removed and replaced with an alternate system, D&D remains the same game and the only choice between Vancian and non-Vancian is a matter of taste - like vanilla versus chocolate. This isn't very convincing. I'm trying to unearth what it is that non-Vancian is adding to the game (or what particular Vancian detracts from it), and if I seem to be needling you more than others, please take it as flattery; it is because I think you are more likely to have the answer than some others who are offering less rational and thoughtful reasoning.
D&D obviously does not remain "the same game" when you change out its parts, much like how D&D does not remain the same game between editions that change the mechanics (e.g. THACO to d20), nevertheless, it would still remain D&D, at least for the non-Vancianites. One person recently on ENWorld astutely compared D&D to the Ship of Theseus paradox. It's worth noting that tastes differ among the vague category of non-Vancianites, as there will always be those who think that the existing system does not meet their requirements. And I accept that as a matter of taste, because it largely stems from a series of conflated factors, which I think ultimately derives from a subjective intuitive sense for what magic "is" and how it should be. The mechanics, in a number of respects, are the simply the means of simulating that particular aesthetic within a game system, that frequently comes with its own set of simulation aesthetic choices.

That seems like a perfectly fair and reasonable request. Now help me understand your love of point buy systems and what you dislike about Vancian; not that it is in my power to grant your request either, but just for the sake of communication.
It's not that I like point buy systems, but that point buy systems are probably the most common way to simulate a particular magical aesthetic that I find more to my sensibilities, and yes taste. For example, I did list True20's magic system as one I liked, since it also operates on the fact that casters can cast until they drop dead, as True20 relies on fatigue and condition mechanics. And it also focuses on casters having a smaller set of flexible spells. I cannot recall too many fictional mages that have anywhere near the enormous spell lists of D&D wizards. This is not to say they don't exist, but that I would say that most mages in fiction seemingly have a much smaller repertoire of spells. You can focus on a selection of spells in D&D, so let me stop you right there: In this matter, I do not think that it's the fault of Vancian magic, but of D&D game assumptions. The game, as often evident in adventures, generally assumes that wizards have access to certain spells and that they have that large flexible spell list. I find that problematic, though I do not lay that at the feet of Vancian magic.

I have veered off course, so let's go back to your original inquiry: "Now help me understand your love of point buy systems and what you dislike about Vancian." While the first and second parts can be inferred from what I write later, I will just be more direct about the first here: simulating magic as mana energy. Let me explain, because what that means isn't even sufficient to my own understanding, but as the words aren't coming to me, let's drawn an analogy instead, though it's not perfect when it comes to "recharging mana." Let's say that you have cash in various note values totaling $100. Mana systems view magic aesthetic more in these terms: As long as you have enough total cash to make purchases, you can expend your resources on whatever you want, however much you want, and when you need it until you are out of cash. It's ultimately not about power-spending, but about flexible spending and budgeting total expenditures, including potentially saving some reserves for the unexpected. Magic is viewed as a well. Vancian magic (as well as the D&D level spells per level per day system) would be entirely counterintuitive to this way of thinking. A D&D wizard who spent $100 instead of casting spells would have a set amount of coins, $1 notes, $5 notes, $10 notes, and $20 notes which they could only spend on a set list of pre-preparing $1 items, $5 items, $10 items, and $20 items. In other words, once they ran out of $1 notes, they could not use a $5 note to buy a $1 item. Well that's not entirely true: they could use one of the $5 or larger bills to pay for a $1 item, if they prepared for it in advance, but they would do so with the understanding that they don't be getting any change back. Or, if you used up your two $20 notes on two pre-prepared $20 items, you could not spend any of your remaining $80 to buy another $20 item. If checking accounts are far more intuitive, and can be fairly easily balanced and budgeted as a common practice of daily living, I'm fairly certain that spell point systems are more than capable of doing the same.

I find that really interesting, because when I encountered AE I found it to be only a very minor - very minor - variation on Vancian magic, and indeed so minor in its differences that it never struck me as being worth converting my houserules (which is about 80% 3.0e) over to what AE had done. I saw the tiny advantages of the system not being worth the effor or additional complexity and possible losses of balance. But you are seeming to say that this tiny advantage is to some people a huge improvement and sufficient to get them to accept the otherwise detestable and hated Vancian system. That I find really intriguing.
I'm glad we are making progress in this area at least. It's not just "tiny advantages of the system." The AU/AE system offers a different aesthetic to magic and how it operates.

Yes, but I'm perfectly happy to flavor even traditional Vancian in that way depending on the setting. Casting spells in some way fatigues the caster until they run out of joice, which is why a traditional D&D wizard can't simply immediately reprepare spells and requires rest before he may do so.
It doesn't quite work that way with Vancian magic, even if you reflavor it. For example, let's say that a wizard three third level spells per day. She prepares fireball 2x, and haste. After casting fireball the first time, she's obviously not out of "mana," as she can still cast fireball again. After casting fireball the second time, she's out of fireball spells. She has simply "fired and forgotten" fireball. But she's not out of "mana" or "energy," as she can still cast haste. Yet she cannot expend her "mana" to cast anymore fireballs or tap into her lower or higher level "mana energy" reserves to cast further 3rd level spells after casting haste. The traditional D&D wizard can run completely out of 1st level spells, while having all of his 2nd-9th level spells available. But trying her little heart out, this poor wizard cannot cast anymore 1st level spells - presuming she did not use upper level slots to prepare 1st level spells - despite having the "mana energy" for 2nd-9th level spells. And I think that this aspect, while not entirely Vancian, breaks simulation for some people, especially for those people who think of magic more holistically. But this is where the AU/AE system comes in and bridges the gap, not only between the wizard and sorcerer, but also between the artificiality of "spell levels" and "spells per day" with "spell points."

I appear to be far from the only person that defines it in this way, and far from the only one that sees the Sorcerer as being a trivially minor variation and part of a general family of related Vancian style spellcasting. Certainly I don't recall seeing Sorcerer mechanics utilized outside of the D&D family of games.
There are many mechanical systems for magic that I do not see outside of particular systems, so not seeing Sorcerer mechanics outside of D&D is hardly surprising. To speculate while building on my previous assertion, the Sorcerer was perceived as a step in the right direction, but it does not go far enough for those people, which is probably why the Sorcerer mechanics do not appear outside of D&D. It may be non-Vancian, but it doesn't adequately simulate a particular brand of generic fantasy.

I don't think it is a matter of taste. I think that the Vancian system offers particular concrete advantages for D&D or any other system that involves regular combat and is seeking to emulate a particular feel of being within in a generic fantasy story. I don't see my logic as loose at all. It's as logically suited to simulation of a particular subset of generic fantasy as a system without expendable resources would be to simulating most anime style fantasy, comic books, or action adventure movies or a system involving encounter powers and manuevers would be to simulating the tropes of wuxia or Mighty Morphin' Power Rangers/Voltron. It's not a matter of taste, save in your preference for the genera being emulated.
You can keep asserting that it's not a matter of taste, but you have yet to convince me that it's true nor have you provided evidence otherwise. I have added in the orange words to your post as a reminder that the Vancian magic system is a particular ruleset with a particular set of advantages geared towards its own particular game assumptions about magic within its own particular brand of generic fantasy it simulates. But that does not mean that it fits all tastes is able to simulate all, or even most, generic fantasy or that it is the only magic system that offers concrete advantages.

You are better positioned I think to answer that question than I am. Tell me what it is like. How is it different or similar to normal D&D? What are you trying to achieve and why? I'll say this, I think that the point buy system with the manifester level cap is certainly more suited to emulation of generic fantasy than a lot of other mechanics I can think of.
Vancian magic definitely has its own unique tactical qualities that a number of people in D&D find appealing. But point buy systems present a different set of tactical challenges than are present in Vancian systems. Sometimes, much like with Vancian magic, it takes a while before players get a grasp of safe expenditures, but it has allowed players to "spam" lower manifestations as appropriate far more frequently, or to "spam" higher manifestations until dry at the risk of further challenges. But it's a flexibility that's at the discretion of players to spend their cash reserves as they see fit. I have occasionally houseruled in some systems that as long the caster has at least X points in reserve, then they can perform at-will cantrips or they can make a magic ranged attack as long as they have a focus (e.g. staff, wand, etc.), which worked out well. Another houserule that worked well was that a caster can recharge a 1d4 of mana points after an hour of rest, which is obviously less than the full recharge of the standard 6 hour rest. I admit that I have not yet had the opportunity to playtest which would work better for balance, increasing the mana recharge die (i.e. d4 to d6 to d8) or the die number (i.e., 1d4 to 2d4, etc.) as the caster increases in level. But this houserule kept the party moving without feeling either too stingy or too wasteful with their spells. I find it's easier to recharge mana points than to recharge spell slots.
 

Celebrim said:
Err.. don't you mean it forces players to choose specific effects over broad effects?

Umm, no. I don't. I mean that it forces players to choose effects which have the broadest possible application over any effect with a narrower application.

Thus, you get cookie cutter casters. The Vancian system forces a very narrow set of choices on the player because there is no freedom. Any spell memorized and not cast might as well not have been memorized at all, particularly if a broader application spell could have been used more often. So, players most often will choose effects with the broadest possible application regardless of any other considerations.

Even those players who choose thematic casters will still choose broad application spells within that theme. DannyA mentioned earlier playing a wizard specializing in Divination. Considering this is the broadest specialist school with the least limitations, I'm not really sure that it's a good example of how Vancian creates differentiated casters.

Celebrim said:
And Zelazny's 'Amber' series. And obviously 'Dying Earth'

Yes, well, choosing a pair of out of print, obscure genre titles and then saying we should emulate that has never really been a great argument afaic. Again, like you said, D&D has created its own wizards. But, Vancian magic isn't limited to wizards. It's EVERY caster in D&D. Clerics are in a class (no pun intended) all by themselves and druids resemble virtually nothing of their inspiration.

Even if Vancian casting can represent a handful of genre titles, it fails to represent many others. OTOH, I can represent virtually all genre magic users with other systems, such as a point based system, or even 4e's ritual magic (a system that needs a LOT more loving to be a good system).
 

DannyA mentioned earlier playing a wizard specializing in Divination. Considering this is the broadest specialist school with the least limitations, I'm not really sure that it's a good example of how Vancian creates differentiated casters.
It's only broadest in that, because of its virtual lack of combat spells, it has one fewer opposed schools than any other.

You want broad, try playing a Transmuter (my favorite kind of specialist) or Conjuror.

Yes, well, choosing a pair of out of print, obscure genre titles

I don't think either of those is actually out of print. I picked up the collected Amber and Dying Earth stories new in store just a couple of years ago.

As for obscurity...well, it took me 36 years to get around to reading them, but I've been aware of them for most of my history of reading F&SF, so I can't really consider them obscure. And they listed as inspirational sources in the AD&D DMG, along with many others.

They're only obscure from a point of view that stops at what is on the shelves of B&N.
 

Umm, no. I don't. I mean that it forces players to choose effects which have the broadest possible application over any effect with a narrower application.

Thus, you get cookie cutter casters. The Vancian system forces a very narrow set of choices on the player because there is no freedom.

Errr... but it does this far less than any other system does. I mean, this reminds me, "Democracy is the worst form of government, until you have to compare it to all others." Compared to any other magic system except complete free form, Vancian restricts in this way less, because every other system forces you to spend even more precious resources than spell slots. And the further you get from Vancian, the more specialized you tend to be. Free form systems might alleviate this to some extent, but they are poorly suited to D&D's gamist approach - the combat, exploration, and problem solving subgames on which rests much of the foundation for D&D's success. And that's to say nothing of the fact that in games with freeform magic, there tends to be an assumption that everyone is a spellcaster.

Even those players who choose thematic casters will still choose broad application spells within that theme. DannyA mentioned earlier playing a wizard specializing in Divination. Considering this is the broadest specialist school with the least limitations, I'm not really sure that it's a good example of how Vancian creates differentiated casters.

Do you notice how your 'differentiated casters' tend to be rather the opposite of broad?

Failure to encourage specialization is not a problem inherent to the Vancian system, and I think for many players is a feature and not a bug. Any number of techniques could be used if you wanted to encourage, and reward, a high degree of specialization as an option. But I think you are trying to solve a problem many people wouldn't want solved. One of the best things about playing a D&D wizard is that you aren't limited to one (or two, or three) tricks.

Yes, well, choosing a pair of out of print, obscure...

Obscure? Amber is obscure? Exactly what then doesn't count as obscure? If your limiting yourself to Moorcock, Howard, and Leiber... nevermind, you probably think they are obscure as well.

It's EVERY caster in D&D.

So?

druids resemble virtually nothing of their inspiration.

What? The modern conception of the Druid was created by D&D. Almost everyone's impression of what a Druid is wholly derivative of D&D. I have no real idea where B.D. Sustarre got his ideas about the Druid, but it would be fitting if he just made them up. One thing I can say for sure, whatever the literary origins of the Druid spell list they are more obscure than Zelazny.

As for the inspiration of the druid, the real druid of history is totally unknown. Everything everyone thinks that they know about them has been made up by someone. The beards, the robes, the staffs, the rituals and all that - invented by Northern Europeans whole cloth during the Reinnasance and then reinvented in the 19th century. The few surviving Roman accounts, who were the only people who wrote about them contemporaneously, are a muddled mix of misunderstandings, pro-Roman propaganda, and misguided attempts to make what sense they did have of their beliefs conform to Greek thought so that we can't really no whether any of it is true. I feel so certain of that because we have snippets of Roman writings about the Norse religion, and we know that these are humorously muddled because we have what the Norse wrote about themselves.

On that account, any description of the druids would resemble the real ones about as well as any other, and Sustarre probably did about as good of job as could be managed capturing their non-existant amorphous flavor and producing something concrete and archetypal.
 
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