Gentlegamer
Adventurer
These are all acceptable 'changes,' even to my old-school sensibilities. I've always believed there are too many spell levels, for instance. I'd be fine with instead of a spell level every 2 levels there were more 'metamagic' feats/abilities the magic-user could use to increase or tweak the effects of spells he can cast as he gains experience to make lower level spells keep utillity as he advances. I think such 'metamagic' abilities is a good place for wands, staves, and other wizard implements to have fun effects as tools of his craft.This is a key point.
Are we making DND here, or are we making a game to attract newbies?
I believe the goal is to do the former.
Like it or not; Vancian is in.
The question is how to make it less quadratic.
How do you take the fire and forget spell mechanic, and make its resulting power linear, rather than quadratic? There ARE ways.
I see no problem with slowing down the spell progression of 3E. For example, you might gain a new spell level every 3 class levels, rather than every 2. This also has a benefit of pushing spell levels up past 20th class level. Thus making the 'epic levels' of 3E not feel as odd because the progression won't stop quite so suddenly. And it comes with a potentially hidden benefit. If the PHB1 only goes up to 20th level, that means we can drop 8th and 9th level spells from PHB1, thus leaving more room for something other than spells.
Another potential solution is to reduce the number of spells per day that a wizard might have at high levels. Picking a random number for my example: If the wizard only ever has 15 spells memorized, but they move up the spell level tree as he levels up, he will have much less power over-all. To ensure that low level spells are still available, state they you can always memorize a lower level spell in a higher level spell slot.
And of course, there's the question of reducing or eliminating the caster level issue by removing the 1d6 per caster level stuff. If fireball always does 5d6 damage, then being able to cast 10 of them at high level isn't quite as devastating.
Finally there's the question of re-organizing the spell charts. Aside from Magic Missile and maybe Fireball, I'm not really fixed on any particular spell being any particular level. Therefore things like invisibility and fly could easily be pushed up to a higher spell level without upsetting me. I obviously cannot speak for everyone, but I for one am much happier with reallocating spells across levels than I am with removing spell slots or instituting encounter powers etc.
None of these require a spell point system, or at-will powers, etc. Other tweaks can be made as long as they maintain the 'Vancian D&D' magic feel of the game, which is comprised of these general elements, in my opinion:
1. Spell memorization (fire and forget, directly from Vance and elsewhere)
2. Written words holding power (scrolls, spell books, Lovecraftian tomes of forgotten knowledge)
3. Sympathetic magic (spell components, The Incompleat Enchanter)
All of these allow for powerful magic while containing checks on that power and providing interesting 'fluff' for how magic works in the D&D universe.
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