Mustrum_Ridcully
Legend
Personally, I believe you could retain a lot of the Vancian magic style.Not at all.
I respect certain things about 4Ed. I think there are certain things they did that ware better than in any other iteration of the game, such as the handling of the Warlock, the introduction of an action point mechanism, actual ritual magic (which should have been better implemented, but hey!) and making all stats matter to the battle optimizers.
Stronger than that, I actually like the game as a game; it IS fun to play. So I do think it's fair to include it as a source of design inspiration. (But I would say that anyway: prior revisions have had elements that had been inspired by competitor's games.)
I never said 4Ed wasn't an edition of D&D...but I have often said that it doesn't feel like one, and the magic system is a BIG reason why. The radical reworking of the magic system so that Vancian magic was, essentially, merely an appendix, is extremely off-putting to many.
Given the number of high-quality FRPGs that don't use Vancian magic at all, it is a puzzler for that subset who enjoy Vancian magic that D&D has to change one of its unique characteristics in order to appeal to players who already have other options.
Hence, the suggestion.
Say, keep the wizard as it is now in the playtest.
But now look at the non-spellcasters. Give them daily resources. They don't need to work like spells or powers. The Fighter already can a few times per day take an extra action. We don't know yet how this scales, but I think fundamentally, even if the fighter has exactly as many extra actions per day as the Wizard, it won't be enough, since the Wizard abilities tend to be stronger than a single melee or ranged attack is.
So come up with additional stuff. At the level Wizard gets his first save or die spell, give the Fighter a hit and kill attack maneuver. When the Cleric gets his first Cure Serious Wounds, give the Fighter a unique fighting stance that generates temporary hit points until he ends it. When the Wizard can cast Knock, the Rogue gets an ability something that knocks it open.
At higher level, offer new types of feats or themes that let the non-casters pick up magical tricks, like dimension door. Or cast rituals like Teleport.
You don't need to give the Wizard AEDU to fix the balance problem. You just need to give the non-spellcasters the D.
The only problem is that there are people out there that think daily powers cannot be non-magical, and will refuse an edition with such a solution. That may already be a problem right now, though.