The most basic issue is that certain spells bypass game systems. Charm Person just walks right around the need for diplomacy. Knock doesn't even notice the need to unlock a door.
No system needs to be put on a pedestal and given special niche protection. Not magic, not healing, not lockpicking, not diplomacy. Game systems are there to serve the game, not to replace it, not to become the focal point, not to make a sub-game of "which specific system did the GM want used here."
Neonchameleon said:What is the downside to using Knock? You have one fewer "I win" tokens to use on subsequent doors. You don't even have to roll.
Every other thing you can do has places to apply it and places not to. Magic is the universal solution.
And the problem with that is....?
IMO, a system where everything works the same (a la 4e) is really boring and samey. It's a psychology thing. Variety and difference are interesting and entertaining.
Since you don't have to compromise balance to allow for difference, why shouldn't different characters have different ways of solving problems?
Right. It's magic. The main thing about magic in myth and fiction is that it is a universal solution. As long as you can balance that, why shouldn't that be the case in D&D?
Neonchameleon said:The second that Magic Can Do It All ™ you have compromised for balance. If you want different subsystems to work differently, give magic a backlash as well as the flexibility.
Neonchameleon said:1: The makers of historical D&D can't balance that. At least 1e was a failure pre-UA (and even post-UA), 2e was a failure although not as catastrophic as fighter without weapon spec vs cleric, and 3e was a miserable failure.
Neonchameleon said:2: You obviously read different myth and fiction from me. Outside the realms of Harry Potter or the Belgariad, magic always comes with a price. And isn't something to play around with or you end up with The Sorceror's Apprentice.
Well, that's just the sort of "default mode" of D&D. You go somewhere where monster/evil is, mess up its day, take its stuff, and come back to town.
It's also the default arc hero's journey (which is why I adopted the term "adventure" to begin with): Go out, do something heroic, come back.
But I think you could invert it pretty successfully in an invasion scenario, too. When orcs come to attack the town, or an earthquake strikes, or whatever, you simply don't have the option to take an extended rest. Which makes sense: you're not going to bed down for the night in the middle of an orc invasion. Or if your party is the target of an assassination plot. Or whatever.
So I am not sure what kinds of games this would not work for, off hand. If you'd like, give me an example of something you think might not work, and I'll see if it does or not, and how it looks if it does! I'd like to try that out!
At least 1e was a failure pre-UA (and even post-UA), 2e was a failure although not as catastrophic as fighter without weapon spec vs cleric, and 3e was a miserable failure.
How is any edition of D&D a failure, they all have many, many fans (some rabidly so)?
Sounds like the biggest rift so far is 4th Ed (which I dig in many ways).
All editions have something to offer, 5th Ed is just another link in the chain.
I couldn't agree more.
The problem is that in D&D, especially in 3.X, Magic sits right on that pedestal. Using an axe to solve problems like a locked door by its nature has consequences. Magic doesn't. It's an almost consequence free "I win" button handed out to the spellcasters. And it can be used in almost any situation. Diplomacy? Sure. Lockpicking? Great. Travel? Great. What can't it do.
What is the downside to using Knock? You have one fewer "I win" tokens to use on subsequent doors. You don't even have to roll.
Take magic off that pedestal. Either make it less powerful at picking locks than skill at lockpicking, or give every spell a chance to blow up in the caster's face. Or sharply limit it either through actually having limits like Vance (no more than half a dozen spells prepared at one time and substantial time to reprepare) or through rules (e.g. all magic is illusions, or all magic is elemental, or...)
Every other thing you can do has places to apply it and places not to. Magic is the universal solution.

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