Stalker0 said:I think the common thread here is that most of the spells that people consider "game-breaking" completely bypass certain things.
Knock - bypasses any mundane lock, also bypasses the need for open lock skill.
Teleport - Bypasses wilderness adventures completely, can bypass many of the BBEG's defenses in combination with scry.
Fly - Bypasses terrain and obstacles, bypasses land creatures without ranged attacks.
Mind Blank - creates tons of immunities to effects.
Save or Die - bypasses the survival mechanic of hitpoints.
1) Negating of Skills - To me this is fairly big problem in dnd currently, and one of the reasons wizard rule the high level world. I don't mind spell augmenting skills, but they shouldn't be able to bypass skills UNLESS!!! there is a certain amount of headache that goes through them.
For example, I don't mind knock working as if the wizard has to go through a week long ritual or something. The rogue can feel good that he could have bypassed that lock in seconds, and while the wizard gains the power to push through locks when absolutedly needed, he can't do it on an adventuring timetable.
2) Immunities. I don't like magics that make you immune to things. Personally, I think these should be left with races, class abilities, and high level feats. Magic can give you big bonuses, but not flat out perfect immunity.
3) Needing Magic to fight Magic. Another reason high level wizards rule is that everything requires magic to do anything. We need to get into that BBEG's lair? Well its underneath 1000 feet of lava, so we need teleport. Forcecaged? You need d door to get out. We need to find out where the BBEg is located and he's well shieled, we need divinations to find him.
Currently, certain spells require other spells to meet or beat them, which forces non magical characters to acquire gear to compete. There's a reason fighter's rely on their gear, its not just the +X sword, its the boots of flying that become required just to compete in regular adventuring.
Funny i am in favor of everything you are against (which is in no way to be construed as an insult or argumentative just funny). I want magic to be magical and to be capable of doing things that no mundane skill or ability could. Without this, magic just seems to be another bonus. Goes to show that probably no magic system will at its basic really please everybody.
I would prefer magic to be more dangerous to the use though. I dont mind vancian or mana points but would prefer the major limiting factor would be danger ot the user, at least for powerful magic (i know many people hate risky spellcasting). I wouldnt mind there to be different types of casters with less powerful casters being more limited like above while the more powerful types have associated risks.
I should note that i generally dont care about imbalance of power between casters and noncasters particularly if there is a risk or damaging effect to casting