AbdulAlhazred
Legend
Slotting the same spell twice is a specifically forbidden thing in 4e, but AEDU doesn't inherently require that. Without such a thing AEDU as just as flexible as Vancian, more in some ways as you can't trade down in Vancian (take a level 1 instead of a level 2 spell) but you CAN in AEDU.Clearly, a great many people find this debatable, particularly since AEDU introduces its own problems. Among these are reduced flexibility in arranging daily resources by no longer allowing the caster the flexibility of slotting the same spell twice. And there's also the issue of effectively conforming all spells to the hit point attrition model of opponent neutralization when save or sit spells of previous editions specifically offered an alternative track to that method.
EDIT: I meant to add that neither is any specific type of spell mandated by AEDU. You can dislike the 4e spells if you want, but that is (largely) a separate issue from AEDU as a mechanic.
I certainly think that the D&D game changed at various points as a party of adventurers leveled and much of that change was driven by the appearance of significant spells in the casters' repertoires. Raise dead, teleport, fly, various planar spells all have an effect, but I don't think that renders the game unplayable. But even if it did, wouldn't the ritual system in 4e also have the same potential effect? While the AEDU powers may have to conform to a fairly tight structure, rituals were easily as wide open as any spells in any previous edition of D&D.
They have more than "an effect", if you run trans-level-12 AD&D you'll see. Experienced and or clever players will be miles ahead in terms of options available to them. Challenging those parties becomes NOTHING but trying to play gotcha with the wizard and the cleric. Hell, when we got to that level we literally replaced the non-casters in our party with extra casters. Sure, they were always about a level behind the main guys, but having a fighter was a waste at that point. Not that the fighter couldn't hold his own, but it is just all about playing clever loopholes with this and that spell. I could write a book on all the tricks we invented back in the day. Sure, DMs challenged us, but it was silly stuff at a certain point. Sure, you can say it "just changed" but it changed mostly for the worse. There were fun elements about it, but 4e seriously kept those and got rid of a lot of the less fun stuff.
As for rituals... Yes, in theory, you could make them stupidly broken powerful, but you have a much more coherent idea of what is appropriate and what isn't, what will and will not cause problems. You know that flying is not TOO big a deal for a level 16 PC, and that lengthy effortless no-limitations invisibility is pretty much always a no-no. OTOH it also brilliantly lets you mix back into the game anything you DO want, and keep it in the DM's hands (IE I can give out scrolls full of whatever one-use rituals I want, or just invent silly materials for them that will only be available as desired by the DM, etc). Because these rituals don't take up SLOTS of any sort, those limitations and shortcomings aren't dicking the players. Its a nice system. You could of course hose yourself, but if you stick mostly to the published rituals you're good.
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