It doesn't feel like magic.
That's cool. It does for me (and many others, it would seem...)
It doesn't even feel like a science. It's not the spells I dislike about the system. It's not a magic system. It's a mechanic system. (I agree that both the spells themselves and the number are something of red herrings when debating about the merits of Vancian magic.)
It feels like a pseudo-science, to me.
I dislike Vancian magic because of how it disrupts the flow of combat and adventuring. When the magic is gone, the party stops. That is why I prefer magic systems in which magic is more fluid and suitable for running multiple independent encounters.
...or it facilitates the staging and timing of adventuring.
For spell point systems, the party stops when the points are gone.
For fatigue systems, the party stops when exhaustion sets in.
When the tanks run out of hit points, the party stops.
What's the difference?
Not saying those other systems are bad, just that any means of all of limiting the spamming of magical resources has this limitation to some extent. Of course, systems that don't limit spamming (like warlock invocations, or CleverNickName's excellent Spells On Demand system which balances around the action economy instead) don't face this limitation. However they have limitations of their own.
I dislike how the magic of Vancian systems does not allow for the shaping of magic. A fireball spell acts in the same way at 5th level as it does at 25th level. The only difference is the number of d6 dice used.
Who says magic is shaped? Sure it is described that way in some books... but not all (or even most).
Also while the Vancian system may make sense for wizards, which is the class that most Vancian supporters have come to its defense in this thread, it makes little sense for clerics, druids, paladins, rangers, and other non-wizards. So it feels as if the wizard is holding the other magic classes on the Vancian leash.
Yeah, I agree on this point.
But it would not take much tinkering to make it feel more magical. For example, the mixed-Vancian system of Arcana Evolved allows for magic and spell slots to be far more organically flexible in its implementation. There are minor and major effects. The spell slot system is an artificial construct, but it's also one that mimics a mana pool and allows for organizing the weaving and spell grouping of powers.
Yeah, I like that system too. It would be good for sorcerers or some other class whose magic is described as being organic/artistic/shaped.
I would also appreciate it if you were able to articulate a defense of Vancian magic that consists of something other than an appeal to tradition.![]()
Sure. Note that such defenses have been mounted within this very thread before, if you care to read back through it.
Here it is...
It is simple to learn at the start with but can scale with complexity if you want to go all the way to high levels in a full casting class.
It neatly facilitates resource management.
It codifies spells so that they have a set of direct rules or tight guidelines for adjudication.
If you want to devise a new magical effect, you can research it. Almost every player of casters in my games has created unique spells for their characters. Fun!

It feels wizardy (partly for the reason above)
It works.
Sure, non-vancian systems can achieve these things too, but why kill it if it does the job? If you want to alter the status quo, the onus is on you to demonstrate why it must be obliterated from the game.
For my part, I would like to see vancian gone for clerics because it fails at the "feels clericy" point above. Same for "feels druidy" and "feels sorcerery" (Just IMO, of course). However if it doesn't go away, that's cool too.
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