Taking a step back from the various arguments about mechanics, it seems to me that all the current debates revolve around a central theme: magic.
At a higher, conceptual level, magic in D&D is very nebulous. There's no sense of its limitations, or of its costs. What can magic do? Pretty much anything. Does magic always work? Depends. What does magic cost? Depends. The only real guideline we have is that more powerful magic is higher level.
Brandon Sanderson has a concept he calls Sanderson's First Law of Magics:
Now, he's talking about narratives and books, but I think a lot of the logic in that essay applies to games.
D&D's magic, on an overall basis, is much closer to the "soft" magic he describes. No set limitations, no set costs. And it seems to me that we end up with a lot of the same problems when we attempt to use that soft magic to solve problems.
Would a more "hard" magic system, with more rigorous limitations, possibilities, and most especially costs be better for the game? If you've read any of Sanderson's novels, you know the type of magic system I'm talking about. A more definitive answer for what magic can do, and what it can't do, and what it costs.
At a higher, conceptual level, magic in D&D is very nebulous. There's no sense of its limitations, or of its costs. What can magic do? Pretty much anything. Does magic always work? Depends. What does magic cost? Depends. The only real guideline we have is that more powerful magic is higher level.
Brandon Sanderson has a concept he calls Sanderson's First Law of Magics:
An author's ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.
Now, he's talking about narratives and books, but I think a lot of the logic in that essay applies to games.
D&D's magic, on an overall basis, is much closer to the "soft" magic he describes. No set limitations, no set costs. And it seems to me that we end up with a lot of the same problems when we attempt to use that soft magic to solve problems.
Would a more "hard" magic system, with more rigorous limitations, possibilities, and most especially costs be better for the game? If you've read any of Sanderson's novels, you know the type of magic system I'm talking about. A more definitive answer for what magic can do, and what it can't do, and what it costs.