Majoru Oakheart
Adventurer
Which kind of makes my point. No one cares about the Vancian system. They care that spells aren't written like 4e.It's not the overpoweredness of AD&D/3e spells people like, it's the variety. If 5e was 4e powers in a Vancian framework, I wouldn't like it because those spells would likely be incredibly boring and same-y and all combat-focused. Give me grease, silent image, reduce person, fly, fire trap, wall of force, delayed blast fireball, telekinetic sphere--and those are just SRD spells--not yet another way to damage someone and push them a bit, or teleport tactically, or create a crowd-control zone. Lots of people played crowd-control wizards in 3e, and that's a fun and effective way to play, but 4e (and now probably 5e) have said "If you want CC or blasting or very limited abjuration, you can contribute in combat, if you want illusions or enchantment or very limited necromancy, you'll have a few watered-down tricks in combat and not much out of combat."
Here's a hypothetical: 5e instead gives you the entire list of 1st level dailies in a vancian fashion for Wizards. Then they add the entire list of Arcana and non-skill based Rituals from level 1 to 4 and make them all 1st level dailies that you can prepare instead of any of your normal dailies. Then they change the casting time of all 10 minute or less rituals to 3 rounds. Then remove the component cost for any ritual that currently costs less than 20gp per level of the ritual(leaving the ones that are supposed to be expensive still have a cost). Then do the same for 5-8th level rituals to become 2nd level spells, 9th-12th become 3rd and so on.
This means you still get the variety of a vancian system, choosing between utility and combat spells, without making utility spells break combat(since 3 rounds is too long to make most of them viable in combat without some planning and protecting the wizard).
A number of these spells are EXTREMELY combat capable depending on your DM. Which is my real problem with them.If you sort 3e spells by power and cut off the top half of them, you'll still have plenty of fun, creative, flexible, and noncombat-capable spells. You can shape the world, fool people, build wards and traps for later, pick up a few minions, and do lots of other things. If the designers think you can't use illusions in combat, tough noogies for them, they shouldn't give you a few powers that deal psychic damage and call them illusions and then make you spend an arm and a leg to get basic rituals, like Hallucinatory Creature which, at level 12, finally lets you make the moving image of a creature at the cost of 10 minutes and 500gp where a 3e caster could have been doing that several times a day from level 1.
"Hey, Mr DM, I create an image of the typical food of the creature. Every time the creature attempts to hit it, the image jumps out of the way. Since it had virtually no intelligence it doesn't get a chance to disbelieve or think it's an illusion. It doesn't even know what illusions are. Every time we attack, I'll have the illusion leap up and attack the same spot so he'll think it's the illusion attacking. Also, in combat, who do you think it's going to attack, its favorite food or us? Perfect. My spell has negated all damage done by the enemy."
Some DMs will say "No, that's stupid. I'm not letting you use a first level illusion spell to negate more damage than a 9th level actual combat spell." Some will say "Awesome, since you are being so creative with your illusion spells, I will reward you by having it succeed and the monster never attacks you."
Out of combat their power can increase to almost limitless levels. With a couple of low level illusions., some creativity, and a DM who goes along with stuff, you could nearly conquer the entire world.: Invisibility to sneak past guards, illusions to look like important people or charms to make important people do whatever you want them to. Soon entire armies and kingdoms are at your command and it doesn't take much more than 3rd level spells to do it.
Certainly there should be some cost for these extremely powerful abilities that isn't "I need to wait until tomorrow to continue my plot, since I have no more charm spells today". I don't mind some sort of gold cost for these sorts of abilities...though it needs to be lower than 4e. They went overboard.
Most of the drawbacks could be worked around so they were non-existent:Back in 1e, all the overpowered 3e spells had drawbacks, and plenty of them. Wish had no "safe" options and aged you, polymorph could kill you, animate dead could be dispelled, fly didn't have the safe descent, and so forth. Yet people liked the 1e system just fine, because it wasn't about options, it was about creativity and breadth of effects.
I'm a elf...1 year of my life? Let me know if I cast it over 900 times.
Wish was and still is a stupid spell, because its text basically said "Your DM should make whatever you say hurt you badly. But feel free to wish for anything you want." If you worded it correctly, it could give you the power of a god(and your DM was nice) if you didn't, casting it meant the death of your entire party. Without the safe options, Wishing for lunch would often get you killed. No one in their right mind ever cast it.
Spells being able to be dispelled isn't a drawback, that just makes them spells like anything else. Against non-casters or in low magic worlds it isn't a drawback in the slightest. And in most games, that's 95% of encounters. I understand that some DMs have worked around this issue by making nearly 100% of encounters against casters and given every guard in existence the ability to dispel magic and see invisibility. But in most games, it means "If one of the 3 wizards who lives in this city casts a dispel on you, it'll suck. Luckily only one of them is high enough level to cast it and he works at the brewery making beer."