Tom Servo
First Post
there's nothing particularly spectacular about a magic missile spell, or a potion of cure light wounds, especially after you've seen it once or twice. The guy who wiggles his fingers and puts monsters to sleep once a day is consistently going to be that guy, every day, until he gains a bit of experience and becomes the guy who can also waggle his thumbs and shoot fire out of his palm. The guy who can brandish a symbol and cause a skeleton to run away might be an impressively holy man, but after he's cleared rooms of undead in a few successive crypts, using the exact same method every time, he's just a guy with a useful skill.
Sure, to your fellow companions in your adventuring party your tricks become predictable. But the group of you are on the front lines against the forces of evil on a regular basis. Extreme circumstances require everyone using their best abilities to survive.
In that post I was responding to a wizard having unlimited uses of certain magic powers (at wills). My main point was that older editions had a system in place where a wizard had to somewhat restrain themselves since their magic could only be used so often. Casting a spell was like a trained warrior attacking with an intent to kill or like a priest calling upon the power of the gods themselves to castigate unholy abominations; these are the actions of trained professionals doing the things that make them so special and valuable.
I feel that by having "free" magic (at wills or whatever) you risk making it as mundane as swinging a sledgehammer or digging a ditch (both of which a wizard could do without magic anyways). With no limits why not use your magic for every little thing you can?
Again, I'm not so much disagreeing as explaining why I wouldn't be a fan of such a set up. I truly respect that others enjoy a different game style than me and that I could very well be in the minority on this topic.