It's a group endeavor. If I'm trying to play in a reasonably immersive LOtR manner I don't necessarily want Bugs Bunny, Buddy Weiser, or Doctor Strange sitting at the same table. We should work toward being on the same wavelength as far as style.
This is why I think the idea of different players at the same table on different rule modules will face stiff challenges.
But that's a setting rather than rules issue. I routinely ban classes in 4e, not because I think they are bad classes but because they don't fit the setting. There's nothing wrong with this.
Once upon a time, in the late 90's and near the end of 2e's reign, rpg boards would be rife with ridicule, at the suggestion that anyone, but anyone approach PC creation from a min/max, powergaming, optimization perspective.
"How dare you not put roleplaying first!"
Now, I've never had an issue with someone being a little powergamey. And my gaming aesthetics are far and away closer to 1e than 2e.
I remember those days. And I remember my thoughts on people saying that. "Methinks the lady doth protest too much." They didn't like optimisation because they wanted to not think of the elephant.
And this is why so-called "Old Schoolers" tend not to get all in a tizzy about "balance." Because in the face of player skill, that balance just doesn't mean as much as it does in other versions of the game.
I disagree. The reason IMO "Old Schoolers" don't get in a tizzy about balance is
Gygax prioritised balance. And said as much. What do you think the differing XP charts were about? Why do you think weapons did more damage against large monsters? Why do you think UA had such big boosts for the fighter-types? (Weapon specialisation, Cavaliers, Barbarians). Balance, balance, and balance. Balance is like oxygen. You only really worry about it when you get deprived of it.
I could see the minor stuff. My issue with at will attack is this it should not be an auto hit like magic missile and the damage should be the same as a crossbolt and you have to roll to hit. I could buy that things like this are so fundamental that the wizard just remembers the formula for them all the time.
If that is not good enough and you want to be able to match what the damage a fighter can put out all the time then don't play a wizard play a warlock you never run out of eldritch blasts.
This is exactly what everyone who wants at will attacks for wizards wants. It's about being magical not DPR.
For the record, if crossbows hit two thirds of the time there's nothing really wrong with having autohit magic missiles that do half the damage of a crossbow. It makes it useful and cool - and you'll come nowhere near to stepping on the fighter's toes. (And in practice this is the way it works with the 4e Mage - they get autohitting magic missiles for free - but don't use them much because even the humble Ray of Frost is better DPR).
The dangerous ground here is that if an at-will is anything more than marginally useful it'll either get broken in a heartbeat or dramatically change how the game gets played.
At-will Light? So much for low-level types having to worry about how long their torches and lanterns will last.
And? That style of play is ... rare these days. From the 3.5 SRD's alchemical equipment:
Sunrod2 gp1 lb
Sunrod
This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
People haven't been worrying about how long torches last since that thing was added to core 3.5
At-will Detect Magic? Having played a character in 3e who had this (via Permanence) I can tell you it's extremely powerful at high levels and pretty much broken at low...
Actually IME it's much
more useful at high levels than low.
At-will
Mage Hand? I'd have a field day finding ways to abuse this; and many many others would find better abuses than I ever could.
From the 3.5 SRD:
Hand of the Mage
This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell
mage hand at will.
Faint transmutation; CL 2nd;
Craft Wondrous Item,
mage hand; Price 900 gp; Weight 2 lb.
It was
extremely useful. But not gamebreaking.
Incorrect. No components I've seen provide bonuses to your spells. Implements are another potential set of bonuses to track.
4e believe it or not has components that provide bonusses to spells. And are expensive. (And not that well implemented - but people don't like spending money).
If the at-will cantrips become options, I'm 100% fine with it. I have an issue with it in core. I honestly couldn't care less what they put in a 4e type option book, or a 2e or a hardcore, my only real concern is what they decide is the CORE of the game. That is the stuff that is hardest to deal with and change.
If at-will cantrips are not in core, front and centre, I'm going to have issues. It's a strike Bob Crow would dream of against the game. And people who've been playing D&D longer than I've been alive have, at my table (and spontaneously) said that at will spells are something they really like.