Apologies if I reiterate something already addressed. I only skimmed any of the new responses that weren't addressed specifically at myself.
The opposite is also true for me if I had to change everything I find that makes 4 unplayable for my group I would find it more work then I want do.
Who's talking about making you play 4e? I've already said I think classes should be balanced but unhomogenized. Is it that you simply don't believe that it's possible, or something else?
You realize that if it was a fact that most people find 3E magic to be over powered and unplayable Pathfinder would not be doing so well.
That doesn't make sense. There are plenty of things about 4e that they might not like, that would cause them to not switch. Also, clearly there is a play style (yours) that doesn't have the balance issues seen in other play styles under 3e.
Unsurprisingly, I don't think everyone should have to adopt your play style just to play D&D. Clearly, there are other ways of playing it, and there are plenty of people who have voiced umbrage with the 3e magic system. It's not like I'm the only one.
EDIT: To expound on this further, with my group's preferences / play style, while we did go out of our way not to step on other people's toes most of the time, it often felt like we were walking on eggshells with the 3e magic system. For us, at least, it did feel like we were playing with one arm tied behind our backs, and it didn't much appeal to us. We prefer a system that can be driven to near its limits without breaking, because it cheapens the experience for us to have to hold back. I think that's part of why we like 4e. We never have to hold back and neither does the DM.
You say that a good DM and players can compensate for the imbalance inherent in the 3e magic system. I say they shouldn't have to. As a DM, I have better things to spend my time on than trying to figure out ways to nerf the wizard and raise the fighter into the spotlight. I'd rather give them both opportunities to shine, without having to worry that the fighter will be atomized during the wizard's moment, or that the fighter's moment will be trivialized when the wizard resolves the scenario with a single spell (probably not even realizing that the moment was intended for the fighter, but rather thinking he was helping out).
The argument about the newbie and inexperienced player does not hold any water we were all inexperienced and new to the game at one time. And all the old editions have these kind of spells in them and so for 30 yeas we managed to play with them.
And let me tell you, some of our early games were
terrible! Just because I say my group is polite doesn't mean that that was the case when I first started playing. I didn't even know this group back then.
Over the years my group has had plenty of newbies in it our current game as a person who had never played before not RPGs or video games she is playing a sorcerer and she has not had an issue with any of this. She did take improved invisibility as one of her spells known and sometimes she cast it on herself but she but more often she cats it on the rest of us when we need to all be sneaky.
Sure she looked at knocked and we explained to her why for a sorcerer with a rogue in the party is really is a waste of a slot.
DMs need to guide new players no matter what class they play and that means pointing out spell choices and other choices.
That only works if there's someone experienced at the table. I, myself, am a black box self-taught D&D player. I taught the rest of my friends, after I figured out the basics. And guess what? I had no clue whatsoever that taking Knock would be in bad taste. Given how low the 1st level Thief's starting percentages were, I probably would have advocated the idea.
Here is what I have gotten from this thread wizards should not be allowed to have any spells that might infringe on another class so no buffs, or spells to raise their ACs because that puts them in competition with the fighter.
They should not be allowed to have knock or spider climb or invisibility because that infringes on the rogue.
They should not have the ability to kill someone outright with a spell even if that spell has a save because that is not fair to the martial characters.
They should not have any spell that circumvents what a DM has planned even if that requires the wizard to be almost epic level.
They shouldn't have charm person because that takes away from the classes that have diplomacy. I guess using that logic they should not have domination either.
I am not sure what wizards should be allowed to do. Though I have often read that they should be bards because that is closer to Gandalf.
I really hope that WOTC realizes that not all people want such a neutered wizard that we want magic to be basically the way it has always been before 4E. Not saying that some tweaks are not needed magic item creation comes to mind.
And while I have no issue with a dial to turn magic down to 4E levels they need a dial to turn it up to older editions. If they don't have that I am not sure how many of us who didn't make the switch are going to be interest it is not like we don't have an in print game we can play.
I'm not saying that the wizard shouldn't be able to do any of those things. Only that he should not be able to do them as effectively as he does in 3e.
Invisibility shouldn't come into play until after a rouge gains Hide in Plain Sight. When Charm Person wears off, the creature should realize that it was magically beguiled and react accordingly.
Magic should have both limits and a price. It should not be the default go-to best option in most situations. Why even have a skill like Diplomacy if a 1st level spell like Charm is arguably better?
Shapechange s a druid spell not a wizard spell. And I find druids have the potential to be far more game breaking then any wizard.
Not only is Shapechange a druid spell, it's also a wizard spell
and a cleric spell (animal domain). Druids are probably the most potent of the casting classes, I'll agree. The Wizard is nonetheless a better skeleton key though. Besides, the wizard is not the only issue. As I've previously stated, it's all casters. The wizard is just the example I keep using.
Like I said a simple fix for knock is make a noisy spell or give it a longer casting time.
But I wonder how many players would answer this if being chased by a red dragon about to eat you would you rather the rogue pick the lock of the door between you and safety or would you rather the wizard pull out their emergency scroll of knock and use it ?
HMM death but at least this one time the rogue feet were not stepped on or a chance to live. I just texted the player playing our party rogue and his answer was are you crazy get that door open now.
That's the problem! The wizard should not have the best emergency "get out of the locked room card". It should be the rogue, because a locked door is his schtick and his time to shine. It shouldn't be a choice between use the rogue and die, or use the wizard and live. Of course every player, including the rogue, will choose the second option. They'd have to be brain damaged to do otherwise! And therein lies the problem.
If anything, the rogue should have automatic success picking locks x time per day, and the wizard should always have to roll a check for knock. Or the rogue should have to roll as well, but the wizard's check is not as good.
When faced with a locked door and no time, the rogue should always be the first choice.
The problem is exactly that, in 3e, he's not.
I would rather have the freedom to deal with rude players by out of game methods then have things nerfed because it might be abused by rude players.
I want to make one thing clear that I don't think that you liking 4E and its playstyle is in any way wrong.
But can you also understand how annoying it gets to hear over and over the 3E magic is broken? 4E players don't like hearing it called a WOW clone well 3E players don't realy like hearing it called wizards and muggles.
I think a lot of this comes down to how you like magic in your game. I like powerful magic and spells that allow casters to do things that make the adventure easier for the rest of the party. I want spells like knock and find traps in my game because it gives me away to deal with not having a rogue other then just unlocking all the doors and having no traps. Or having to run a NPC rogue.
I sometimes want wizards to scry and I like having teleport in the game because it speeds up the ability of the party to get someplace in a hurry.
I don't think 3E is perfect I don't like item creation rules or metamagic. I don't like that fighters have nothing fun to do outside of combat. I hate the grapple rules and the turn rules I have been playing 3 since it came out and I can't keep them straight.
I think evasion should never get powerful enough not to take any damage from a spell unless it is available for all classes to take as a feat.
I think paladin should be a prestige class.
So there are imo lots of room for improvement unfortunately 4E didn't improve most of what my issues were except a big one it made DMing easier and made prep time go faster.
First, I'm not trying to knock 3e. It did a number of things well. I recognize that the magic system does work when using certain playstyles. I don't, however, feel that that is sufficient, as I believe that D&D should support as many play styles as possible. And there are definitely a few play styles out there for which it works quite poorly.
Honestly, I'd be fine with them doing an entire huge line of D&DN supplements on 3e style magics. I just don't think it should be the default, because then it becomes nigh impossible to house rule out or balance.
I have faith in the designers though. I think they'll be able to come up with a default design that's more flexible than 4e, yet more balanced than 3e. All it requires is a critical examination of the 3e spell list, and careful consideration of the implications of each spell's mechanics. Which in all fairness, would be a lot of work, but then again they're paid to do it!
Perhaps that will mean that the party has to hold out for a round or two while the wizard gathers the requisite mana to cast teleport as a single round action, and/or that long-range teleportation is only possible to a location with an existing teleportation circle. Perhaps it will mean that scrying can only be performed in certain remote magical locations, and therefore officially becomes part of the DM's purview. I certainly hope it means that when a door needs to be opened and there's no time, the rogue is the man for the job.
I do think, however, that it can be done.