This naturally separates those with the knowledge and skill to play magic-users from those not possessing those qualities. I mean that sincerely, because to play a magic-user effectively you have to understand the rules associated with each spell. It should go without saying that the player has to already understand how the resource management aspect works. There are other classes without such demanding rules knowledge that might be a better fit for some players.
I have no sympathy for this, personally.
I agree: skillfully, or not at all.I don't accept that the wizard class can't be for all players. There should be more than one way to play it.
I'm not concerned with where younger folks get their fantasy adventurer tropes from. D&D is its own thing, they should learn how *this* game plays.Also, we have to accept that younger folks get most of their fantasy adventurer tropes from TV/Film/Games, not a set of novels.
Wizards will be able to cast some spells at will in D&DNext, it won't all be Vancian.
From what we know about D&DNext -
Wizards have magical feats that are basically at will abilities. Wizards have magical feats (at-will, always available). Hold on to higher spells until needed.
"...there's no reason why, in addition to Vancian spellcasting for wizards and other classes, we couldn't explore alternatives. If we've done our job right, we can provide rules for spell points or some other spellcasting system, or maybe several other spellcasting systems if we need to. A goal for the game is to make it as modular as possible while still maintaining a baseline of classic D&D fantasy, and part of that modularity can include alternatives to mechanics presented in the baseline. We also know that there are elements of non-Vancian magic systems that would be a good idea to incorporate into a Vancian wizard; at-will spells are a piece of game tech that doesn't fit in the classic Vancian model, but that we know is both popular with players and also helps reinforce the wizard as a representative of the master-of-magic archetype." - Rodney Thompson.
Feats cover at-will abilities. Wizard has javelin of fire at-will feat ability.
"The wizard had some type of at-will magic attack, rinky-dink spell, and a very limited Vancian-style pool of prepared spells."
"...an at-will scorching ray type deal"
Everyone in this topic has missed the biggest reason Vancian casting is overpowered and can never be balanced: It's easy to print more and better spells.
Face it, WotC is in the business of selling books. This isn't a bad thing at all. I love splat books. However, since a spell or power or other modularized piece of character-ability-power-function-box-o-crunch in a text box is easy to portion out and easy to create without pages of justifying or supporting material (or really any at all) they tend to get made by the truckload and appear in books not even slightly intended for wizards. Complete Fighter? Add some new spells to fill out those last few pages. Complete Wizard? Half the book is spells.
I'm not saying books like those shouldn't be made (they WILL, no one can seriously believe for a second that they won't) but combine the fact that the ulimited-book casters (those who have access to nearly every new arcane/divine spell) get new goodies in every book with the fact that these outlier books often do not have oversight or playtesting that core does and simply using errata to nerf to extremely problem spells is like crushing air bubbles in wall paper. 4e dealt with this problem by giving that printability to all classes, so in Martial Power when they have another page to fill they can add another fighter power or two in the same way you could a spell. That way if things are going to get broken at least everyone is allowed to be just as broken.
This is just an innate quality of vancian the vancian magic system as it's been implemented pre-4e. If they want to do away with it they MUST do away with unlimited-book casters so that options can be carefully balanced.
Expectations for what a fantasy wizard should be able to do aren't really coming from Lord of the Rings or Elric anymore. For a long time, the major wizar/adventurer tropes come from games.
I think the biggest problem is with divine spells, mainly because a divine caster got access to all the spells in each level, personally I think that the number of spells available to each cleric should be limited and not all the spells in that spell level.
Warder
This is a key point.I'm not concerned with where younger folks get their fantasy adventurer tropes from. D&D is its own thing, they should learn how *this* game plays.