This is certainly one way to go for fighter/wizard balance. AD&D did a version of this. I agree that the nerfing of indomitable is a pity, because it moves fighters away from this.For me, when I think of fighters vs wizards I think of the old barbarian esque movies (like Conan). You would have wizards that can raise elementals, summon giant scorpions, steal the souls of man, etc...but when it was Conan vs the Wizard....Conan just couldn't be stopped. In a straight up fight, he was simply superior.
That is martial vs caster balance to me
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of all the classes in a group, a high level fighter should have the least to fear in any situation. He laughs at high level magic....runs right into the monster's jaw with a smile on his face, because he simply...WILL NOT DIE!!
That is part of why I miss the old Indomitable ability. To me that was it right there. A fighter who said "I do not fear magic"...and could back it up.
I don't think I missed the point. My point is that the more versatile the party, the more the party can control the length of the adventuring day, which is an advantage to those PCs with the highest proportion of time-rationed abilities.You must have missed the point of that comment. The point is, teleport is a feature of the party, not just of the wizard. The more versatile the wizard is, the more versatile the party is.
An additional factor, at least in my experience, is the extent to which one character and his/her choices influence the overall direction of play. A party can be cooperative, but one character might still be first among equals.People seem to be wrapped around the axle that one PC can do something more versatile than another PC when the point is, it's advantageous to the entire party. This is a player cooperative game, not a player competitive game.
Saying "the wizard is balanced because he's limited" assume that a DM will place time limits or other such stresses into an adventure, and not every DM will know to do that; especially since the game won't tell them about that practice and why it's important.
I have been in many games where a retreat on the part of the party typically means an adjustment of NPC forces if the PCs did not wipe out the entire dungeon (fortress, tower, whatever). If the spellcasters nova every encounter and then use teleport to rest up, the next time they come back, the NPCs nova (typically with numbers).
I think that assymetric suites of resources depend upon a certain sort of adventure design to support balance. This is also why I don't think 5e is as versatile as some are touting it: a game doesn't become more versatile just because the rulebook doesn't actually describe the mode of adventure design that makes it play optimally.D&D's class design lends the game to a certain kind of adventure design. Exploring that point more might help clarify the vastly differing opinions that are held on the QWLF issue.
A classic D&D adventure is ToH - both that particular dungeon, and more generally the abandoned tomb/dungeon/lair, guarded by demons, undead, golems etc, which is a largely static environment. This is one adventure site where there are no NPCs to adjust their forces.
Another adventure where "ajustment of forces" isn't relevant is the generic scouting/exploration mission - whether in the city, the wilderness, or underground. In that sort of adventure, the PCs have no particular reason to be speedy. And wizards have no reason not to nova then rest.
Yet another adventure along those lines is a "surgical strike": the PCs go in, nova as best they can, get what they need, and pull out.
In these sorts of scenarios, wizards and other casters have no reason not to nova then rest.