The biggest problem with vancian spellcasting is that it breaks imersion. Being able to cast a spell only once per day, but still being able to cast other more powerful spells doesn't make any sense.
The biggest problem with vancian spellcasting is that it breaks imersion. Being able to cast a spell only once per day, but still being able to cast other more powerful spells doesn't make any sense.
The biggest problem with vancian spellcasting is that it breaks imersion. Being able to cast a spell only once per day, but still being able to cast other more powerful spells doesn't make any sense.
What? Vancian spellcasting is very well-justified within the setting. In earlier editions (although page 34 of Complete Mage suggests that this was implied even as late as 3.5th Edition), when you prepare spells, you're memorising them, and when you cast them, it's actually erased from your memory. A prepared spell is a magical structure held within the mind of its caster. Casting it destroys this structure. Since each spell is an independent structure, casting one has no effect on any of the others. It's certainly a lot easier than justifying why a Fighter can use every one of his Encounter powers every encounter all day, no matter how many encounter powers he has, but can't use Spinning Sweep twice in the same encounter, even if it's the only thing he does all day.
Characters in a role-playing game need to depend on each other. It's at the very heart of the activity. I have a strong urge to create self-sufficient characters but I mustn't be allowed. In a way the players must share what a single fictional hero can do. If this creates characters that are one dimensional so be it.
I think the broad classes need to find a niche or be left out. Broad classed characters are often suggested to be the fifth character in a party, but that strikes me as an afterthought.
The problem for many of us is that the in-game reasoning breaks immersion--it clashes with most other fantasy wizard tropes I hold, for instance.
The problem for many of us is that the in-game reasoning breaks immersion--it clashes with most other fantasy wizard tropes I hold, for instance.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.