GrimCo
Hero
Only played one wizard in 2e, didn't survive first session. Never tried editions older than that. So i'll take your word, but it kind of makes sense, since wizards are artillery from wargame days.Prior to 3e there were very few spells - mostly illusions - that weren't just fire and forget. Your spell had a set duration, and that's how long it lasted.
Good riddance to that.Agreed, I've never liked pre-memorization.
Wizards can't solve everything trough rituals and using 10 minute to cast ritual isn't always best course of action. But it's more problem of martials, particularly fighter, being poorly made for other pilars and niche protection. Solution isn't nerfing casters, it's buffing non - casters with interesting abilities that contribute in other pillars. In 3.5 days, i used Warblade as default fighter and Crusader as default paladin type, removed cross class skills and made all skills class skills for everyone and buffed skill points for most classes. With that tweak, non casters gained more useful stuff to do.Meanwhile once the fighting stops the martials and other non-casters can just take a seat 'cause the wizard can solve everything through casting rituals all day? Sorry, that's not gonna fly.
Broken i what ways? Tried it, was fun. In combination with no prememorization. We also tried few other house rules. One was roll for cast. No slots. You can cast spell how many times you want. But, DC is 11+spell level. And for every two castings of same spell in a day, it goes up by 1. Wanna do 6 magic missiles at level 1? Be my guest, it starts with DC12 and ends with DC14 ( you roll prof mod + casting stat mod). First time you fail, spell is locked until long rest. Bad roll can lock your spell on first casting. Good rolls can get you far.I've played in and run a mana pool (i.e. spell points) system for ages and found that while it works great at low levels it gets rather badly broken as the levels increase. That's why I went to wild-card (i.e. no pre-mem.) slots for my current campaign. Homebrew system and a work in progress, it still needs work at high levels and was just fine at low.
I relly want all classes to have few big bang nova options and then few all day long options. Give my martial a whirlwind attack that can hit multiple opponents in single swing or ability to strike ground with hammer and make all opponents in radius fall prone. Something that makes them awesome few times per day ( on par with spell slots). When all the cool stuff is spent, fighter can go boink all day with regular attack, casters can have their cantrips and rituals.I really don't want any sort of always-on casting a la rituals or cantrips; I prefer fewer bigger-bang spells (no concentration required, decent duration or damage), while the martials are the go-all-day types.
So does every other class in 5e and everyone who took UMD in 3.x/PF1. UMD was one of the most useful skills for that reason.One other element we've all overlooked so far is that wizards get access to all sorts of magic items - most notably, wands - that can replicate spells and thus keep them feeling magical long after their slots are exhausted.
And i hope it doesn't. Preferences.A very sad but true observation. I live in hope that the pendulum will start swinging back someday.
