Mirrorrorrim
Hero
D&D magic is D&D magic and that is a good thing. I believe it is a boon to the game. There are so many spell options that a series of spell slots that can be used to cast whatever is in your tacklebox is a great way to depict it.Except they can't because they're all shackled to the shredded corpse of Jack Vance's work and a desperate desire to keep daily attrition mechanics alive to the detriment of the game.
Except the Warlock, the single bright light in a sea of spell slots they tried so gamely to snuff out.
I have never, not once, had a good experience with spell points. It has always been broken in any game I've participated in. Being able to turn all your spell points into many powerful low level spells (Shield or Smites, for instance), or more high level spells (more fireballs rather than a higher level spell that just borks it. It also makes upcasting less important.
With spell slots, if you run out of 1st level spells that don't scale (like Shield or Smite), you have to use 2nd level spell slots. But you get diminishing returns.
With spell points, you just spend fewer spell points and cast more 1st level spells, netting you more spells per day, which is crazy good for spells that are powerful without scaling.
We have very different tastes, because to me Pact Magic is the Worst.