Saeviomagy said:
At a guess, your campaign
1) Focussed on facing human opponents, with a liberal sprinkling of casters
2) Took part in a semi-social environment, where you're likely to have up-front knowledge of your opponents and their tactics
Without these two points, a counterspeller must ALSO have the ability to contribute in battles where his counterspelling will be useless.
It's also exceptionally pertinent to note that nowadays reactive counterspelling uses up not just the action required to counterspell - it uses up your WHOLE NEXT GO, and that old-style haste does indeed allow for a powerful counterspeller. Quickened spells, however, cannot be combined with the use of reactive counterspell (no go means no free actions either...). However a foe using quickened spells vs a counterspeller will quickly defeat him - the counterspeller can still only counter once per round as he can only ready a single action per round.
"snip, you schooling me on rules, I hang my head and stand corrected"
The campaign I was playing in was called living city, a large, national campaign run by RPGA and later wotc, and organized play (but that is neither here nor there). to describe the campaign, it is designed to play one session per four (or sometimes 8) hours with a low emphasis on RP and a high emphasis on characters that take advantage of combat rules ( some would call them "twinks" or "powergamed") the adventure is prewritten with static NPCs and goals. (you can find tons of info at
www.rpga.com). At no point would I consider this a semi -social environment, but I would have to admit that during editing the common spellcasters did at get nerfed spell lists and tactics. Additionally, not many encounters were based on entire groups of spellcasters, more often were the solitary spellcasters, or the small groups of bad guys with usually one arcanist and on divine caster.
Specific tactics:
I found by taking a good mix of spells I could be effective against spellcasters and non-spellcasters. on my spell list: flame strike, firestorm, harm, destruction, sunburst, brainspider, slime wave, greater command. greater command and firestorm are fabulous for softening or taking care of encounters with "hordes" of creatures. but to be honest i got far more mileage out of other spells, mass heal, freedom of movement, heal, spell immunity remove paralysis (and now healing lorecall) to make my companions more effective.
you have to question what "your" role is to be really. Wizards are better off to nuke the piss out the baddies, their Damage outdoes the potential damage they prevent. Clerics on the other hand make great CSers, they dont have the Damage spells to keep up with a wizard. Put it this way,(assuming not too much disparity in level) whats more cost effective countering a meteor swarm(9th) with a 6th level spell (greater dispell magic, *I* need to roll an 8 at level 11 to counter a 17th level mage, work out the math for the rest on your own, its not a bad deal) or take the damage from it and need to burn one or more rounds with heals? for me, i see it as preemptive healing.
As a player there is nothing that makes me happier to cs a BBEG casting an escape type spell.
and the point of spellcraft to identify a spell, it dosent say anything about not being able to tell that a spell is being cast, that would make it bait for a generall dispell attempt with dispell magic.
nuff said from me at least.
--Samhain
player of Fair Kan of Mystra Master Counterspeller
*edit to make some sense of some obscure ramblings