FungiMuncher said:
Well, I'd have to agree with the comment about magic making sense...
However, I'm not really fond of "fire & forget." Most of the non-magical abilities of characters can be used repeatedly. A fighter can swing a sword all day long, and a rogue can pick everyone's pocket if he dares. Why couldn't a spellcaster have some magical ability to use like this?
The spellcasting classes are generally balanced on the assumption that they don't have as much "always-on" power, but they can dish out lots of it in one burst if necessary. This is for various reasons, I think primarily for balance and flavour reasons.
And really, I don't think that's such a bad thing. If magic is always available, it becomes just another weapon. Instead of using a bow, you throw fireballs; instead of a sword, you use chill touch, or something similar. In terms of non-combat abilities, who needs a rogue if your wizard can cast knock and invisibility spells all day long? Sounds pretty uninteresting to me.
This isn't something unique to D&D; most RPGs institute some form of limit on how many times you can use magic in a given period. It might be spell slots per day, or power points, or mana, or fatigue. In the end, it's still the same basic idea: you have to pick and choose when you use your magic.
I'm not suggesting that we necessarily have to increase the spellcasters' over all power. At higher levels, the low level spells are less effective.
Not necessarily. A magic missile is still very useful at 15th level, when fighting heaps of incorporeal enemies (like we found out in the last two sessions). A fireball will still do useful damage, even if it doesn't kill things outright. If one fireball doesn't do the trick, just use two. Invisibility is still invisibility, and lasts longer at high levels to boot.
By contrast, you don't often need that many top-level spells in a session. Something with 20 hp is just as dead if you do 30 or 60 hp damage to it.