Warlocks in 3.5 had 4 "grades" of spells: least, lesser, greater and dark. I'd love if they did something like that in Next. I think 11 levels of spells is just too granular, and I like it better when the various "levels" of spells have names instead of numbers. That, and it helps keep the spells from scaling out of control. When you have 11 spell levels, and each needs to be siginificantly better than the last, it's pretty much inevitable that high level spellcasters will become gods.
The issue is not the number of spell levels. The issue is how many styles of play can ONE game try to support without resulting in inadequately supporting all of them in order to make all styles work within those same ruels? I'd be much more sanguine with an attempt to produce three entirely separate sets of game rules for D&D (gritty, heroic, epic) than producing one set of game rules which supposedly does it all.
But then man's reach should exceed his grasp or what's a heaven for?
If every spell was given a point-cost based on it's level(lets keep it simple, we've got 10 levels, each spell costs the amount of points from the level it's in) I think it would go a long way to making the Vancian system much less confusing. Metamagic feats would increase point costs, moving spells up "spells levels" to power them up would increase point costs, same with moving them down. Say, 2 points per level, and one extra point per level based on your int/wis/cha mod. If we keep the DDN style of capping at 20, then by 20th level a player has at best roughly 140 points to spend. While that seems like a lot, if a 10th level spell costs 10 points, that's only 14 spells, which should be able to be completely spent in a 20th level encounter.
I dunno, the Vancian system as it has been in D&D has always bothered the heck out of me because it seems to convoluted for no apparent benefit.
That said, there needs to be a range outside this optimum - low levels for the character and story buildup, and high for the rest of the world to use.
The best and easiest way to extend the sweet spot in play is to make each level take much, much, MUCH longer to get through than has become the modern norm.
But then you have to put it into the perspective of game design. And here you have plenty of interconnected issues to keep in mind, for example (a) how "granular" you want the character advancement to be, (b) how well you can separate spell effects in a vertical hierarchy, (c) how much difference you want to allow in characters of the same class e.g. in term of spells known, (d) how much space in the book can you allocate for a number of spells, and certainly more.
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Overall it becomes a serious design restriction. I'd rather change the name "spell level" to something else than restrict design this way.
The issue is not the number of spell levels. The issue is how many styles of play can ONE game try to support without resulting in inadequately supporting all of them in order to make all styles work within those same ruels? I'd be much more sanguine with an attempt to produce three entirely separate sets of game rules for D&D (gritty, heroic, epic) than producing one set of game rules which supposedly does it all.
That's actually one of the few things that didn't quite mesh well with me for 4th ed. Yes, all classes are different and unique, but what's the point in having a "source" for your powers if your powers are unique to your class? It's really nothing more than trivia. I think each class should have unique, individual mechanics, but if they draw power from a particular "source", then those powers should, well, come from that source. Even if the source is sub-divided into more refined sorts of that power and each class has access to only some of those sub-partitions, it seems like a "source" should matter. Powers of the same "source" should at least have something in common.I'm also a BIG proponent for the idea of separate spell lists for, well, pretty much eveyt caster class, including the specialist mages: illusionistd (own list), necromancers (own list), warlocks (own list), bards (own list), etc. etc. etc. with generalist mages not receiving ALL spells, but a their own list of spells that just happens to have overlap with some of the specialists' spells and some that are theirs alone.
--SD
Traditionally, no they don't. But thinking forward towards DDN, part of solving the balance problems is eliminating the quadratic Wizard.Points-based casting flat-out doesn't work with D&D spells if you use a linear cost, the reason being that spell levels do not increase linearly. A gate spell is not worth nine sleep spells. Spell power is closer to exponential (i.e. a spell of level X is roughly equal to 2 spells of level X-1). If you want to do a points-based system with those costs, a 9th level spell would cost 256 spell points--possibly less if you try to flatten the curve by deciding that spell power doubles every two levels instead of every one, for instance, but certainly nowhere near 9.
Again, you're reiterating that spells have traditionally worked in this manner, and to that I agree. I'm simply saying that they don't need to continue to do so.The reason 3.5 psionics works relatively well with points is that the powers are designed with the assumption of points built in, so you can spend more points on each power to scale them, and psionics is generally less powerful than magic, but it still doesn't work very well because non-numerical stuff still doesn't scale well. It's easy to decide that 1 PP = 1d6 damage or 1 PP = +1/3 AC, because the basic numerical stuff is easy and the first thing people think of, but is being able to cast two spells per round for 1 round/level (schism) worth 7d6 damage? Only at the first level you get it, and only if you're only spending 1 PP per round; after that it's worth a lot more, because you can generate up to [level] points' worth of extra effects per round for up to [level] rounds, which is 7*7=49 points when you first get it. That's a lot closer to the theoretical exponential cost of 64 than 7 is.
I'm not suggesting we don't retain slots, I agree that casters should be limited in their knowledge of spells(which is what is represented by spell slots), but I simply don't see the reasoning behind being able to cast Acid Orb 6 times a day at 1d6, or getting to cast Fireball one extra time per day for 6d6 instead. The biggest difference is simply going to be the number of instances in which you get to roll dice.Spells don't scale linearly, and that's partly what slots are for: you can't trade in all your low-level spells for an extra high-level spell. Slots also mitigate nova-ing, dumping all of your spells as fast as you can; a 20th-level psion can manifest about 28 9th-level powers before he's out for the day, while a 20th-level wizard can cast at minimum 40 spells of 1st and higher, likely closer to 60. Slots enforce creativity to some extent, because once you're out of your big guns you have to determine how to overcome obstacles using lower-level spells. There are plenty of other benefits to slots (less math, easier by-round calculations, etc.) but those are the big ones.
It's not that simple
I mean, of course it looks simple to put it in your way, i.e. wizards of level N casts spells of level N.
But then you have to put it into the perspective of game design. And here you have plenty of interconnected issues to keep in mind, for example (a) how "granular" you want the character advancement to be, (b) how well you can separate spell effects in a vertical hierarchy, (c) how much difference you want to allow in characters of the same class e.g. in term of spells known, (d) how much space in the book can you allocate for a number of spells, and certainly more.
I could guess that Gygax in the early drafts of D&D might have considered your idea as the most natural one, but changed it later to "one new level of spells every more than one class level" as a result of assessing problems such as (a)-(c) above (maybe not (d) ).
With one-spell-level-per-class-level, you either have a too big step in power and/or complexity of wizards when they level up, or you have instead too much granularity in spells plus too few spells at each spell level, leading to wizards player having too few choices, which can be compensated by designing many more spells but then it's a design cost and leads to problem (d).
Overall it becomes a serious design restriction. I'd rather change the name "spell level" to something else than restrict design this way.
Perhaps further eliminate spell levels than in my first post such as:
Cantrips/Orisons - level 0
Least - levels 1-2
Lesser - levels 3-4
Greater - levels 5-6
Dark - levels 7-8
Epic - levels 9-10
So 6 instead of my proposed 8. I dont think so though... because I think the low level spells (levels 1-4) are quite well defined. Level 5 spells are pretty well defined too, it gets dicey at spell level 6+ they are pretty much are arbitrarily assigned their spell level. As I stated earlier, merging 5-6, 7-8, and 9-10 you will get well defined levels where certatin spell effects will be like no duh of course it is that spell level. Not head scratching and saying why is this not 2 levels lower...
There's too little difference between 10 (or 11) spell levels and 8. You trim off a couple of levels but it's still pretty much the same thing as before. I think the old warlock invocations did an excellent job of grouping spells by their overall power.
One of the remarkable things about this poll is that most people do not like the rules as written by a huge margin. Albeit we have not seen 10th level spells and I'll bet most people are voting to see 10 spell levels rather than 11. It still strikes me as shocking.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.