James Gasik
We don't talk about Pun-Pun
I know this is continuing to sidetrack the thread, but I wanted to point out something with regards to utility spells. There are quite a few in the game that there is no way for other classes to approximate. If you remove those from play, it isn't going to make other classes shine, it's going to leave them grasping at the same straws they are grasping at now, and possibly be annoyed at the caster players for not bringing the answer to the table.Also, the casters have exactly the same amount of spell slots. They're more eager to use them to outshine martials outside of combat to not feel like they wasted time preparing utiltiy spells, however. The moment they know its a resource they won't run out of, in my experience, they tend it to slide or even forget about it, letting other classes to shine.
If I'm a Fighter, I cannot:
heal another party member's wounds
remove a curse or other debilitating condition
revive a fallen ally*
provide faster/unusual travel options*
help others survive in a foreign environment (underwater, other planes, what have you)*
deal elemental damage beyond that provided by a torch or vial of acid
*of course, some people don't want these in their game to begin with, which is another whole conversation.
I could go on, but as the game stands now, there's a lot of spells that do not have the ritual tag already that only a spellcaster can provide. The ritual rules help mitigate, but do not completely remove this problem, that there are times when the only solution is either a spell, or a DM coupon ("oh, sure, you can find some firemares that are fast enough to gain access to The Beast's fortress").
If your party encounters a CR 6 Medusa and someone gets turned to stone, the only recourse is "the greater restoration spell or other magic".
If you don't have access to these things, it's time to make a new character. The DM can, of course, allow for other methods to work, but they have to make a change to how the game functions to do so, and it's still not "letting other characters shine" if a mixture of gargoyle and medusa blood can cure petrification (as an example), since that would be something anyone could do.
Until the game gets rid of this silly concept that Fighters and Rogues can't have supernatural abilities, allowing a Fighter to flex his muscles and nope out of being petrified, it's left to the spellcasters (or the DM) to come up with solutions to these problems. Forcing a spellcaster to have all these solutions constantly prepared, to the expense of anything else they'd like to do, isn't a solution unless everyone is perfectly happy carting around a character whose only function is to let the non casters actually go on adventures!
It's the whole "who wants to play the Cleric" problem writ large. In my current game, I have a player who really doesn't want to play a spellcaster and would rather turn their brain off and be a barbarian who smashes things, but is instead playing a spellcaster, because it's too limiting not to be! There are so many situations where the Barbarian would not be able to help the party find solutions to problems that they simply feel like such a character would be more of a burden to the party in the long run!
I tried to explain that I'm not the kind of DM to demand that spells be the only answer to problems, but he said "but that's just you going out of your way to make sure I can play my character, when I could just spare you the trouble."
The game shouldn't be this way, IMO. You wouldn't need to pin back casters if casters weren't necessary to the game's design.