I think though Celebrim that the Sorcerer need not be Vancian. To those that really love Vancian magic the 3e sorcerer was a needless adulteration. To those that hate Vancian magic, the 3e Sorcerer didn't go far enough away from it.
I'm in neither one of those categories. I like the sorcerer because its a Wizard that carries less flavor baggage. You can easily reclothe the sorcerer as just about any kind of magician.
I don't see a reason to kick the sorcerer to the curb unless we are kicking Vancian along with it. I was pointing out that there is already a non-Vancian spellcaster class in core, which can serve perfectly well as a stock Wizard for those that don't like Vancian spellcasting.
Sorry, let me explain what I mean when i say difficult to teach.Check; it's an extremely simple system. Cast it and it's gone for the day.
Call me what you will, but I wouldn't want to play a game like D&D with anyone who has trouble grasping that concept.
The reason why you can't swap on the fly is known to everyone: wizard spells need to be prepared in advance. Casting a spell is just unleashing it; the real work is in preparing it.
There's nothing stopping you from using 3rd level slots to prepare 2nd level spells. It's just rarely done due to the power lost.
I do prefer 3e's "spell preparation" flavor over previous editions' use of "spell memorization". "Forgetting" spells never made too much sense; luckily it never made an appearance in 3.X. Instead you use up prepared spells. People still make the mistake of calling spell preparation "memorization" though.
I actually agree that you shouldn't always have to wait a full day to prepare new spells, but there has to be some limit on it.
I also agree with those who have suggested that low-level at-will abilities should be added. Perhaps spells of less than half the level of your highest level spell should not be used up when cast. You'd still pick which ones to prepare, as with Pathfinder's cantrips. Spells would have to be balanced for this though. Certain powerful spells could be exceptions and still get used up when cast, such as the cure spells.
High level spellcasters - especially wizards - do get too complicated at times, but that's why the wizard shouldn't be the only option for a magic user.
Another simplification might be to make spells more flexible somehow. Maybe if you prepare a fire spell, you should be allowed to choose on the fly whether to make it single target or area of effect, for example. That way you don't need to worry as much about picking the right spells.
I agree completely that the spells weren't balanced assuming unlimited uses, but I find it odd that you'd say that "even the lowly cure light wounds is game breaking" -- not because it isn't game breaking, but because it's a perfect example of something you'd expect to be game breaking.[T]he spells weren't balanced ever with the idea that they would be unlimited resources and are very difficult to balance if you allow them to become so. Even the lowly 'Cure Minor Wounds' is game breaking.
Reskinning the crossbow -- or dart, for old-schoolers -- as a magic wand certainly seems simple and easy enough.It wouldn't be too bad to give wizards an at will similar to the Warlocks blast, but frankly, I don't think that they need it. You could just equally let them start with a wand of 50 cantrip type attack spells if you were really worried about they didn't feel wizardly enough...
Quidditch comes across as a game created by someone baffled by the rules of most real sports.And for all her virtues as a writer, Mrs. Rawlings is a terrible gamer. Just look at Quidditch.
What do you mean when you say that D&D's Vancian magic system is not simulationist? It certainly is if you're playing in a Dying Earth-style world, right? I don't think the rules have ever suggested that magic works in a non-Vancian manner in the game world, but the rules work fine for game balance -- which is how we have to interpret, say, 4E's not-at-all simulationist daily martial exploits.'Vancian' is the name used for the limitation on magical power adopted by D&D because of its passing resemblence to magic as practiced in the stories of Jack Vance. It is not a simulationist approach to magic at all, which is where I think the disconnect people have with it comes from.
Tolkien's magic is pretty clearly not Vancian. First, Vancian magic is Vance's own idiosyncratic invention, and, second, Gandalf is pretty explicitly exhausted by holding off the Balrog at the gate, and he has to explain to the party that they'll have to do without his magical light for a while.While there is no reason to suspect that Tolkien magic is Vancian in nature, we are given so little of how it actually works that it might as well be Vancian.
All true -- but the constraints of Vancian magic are not the only way to constrain magic. My own preferences would lean toward magic as a plot device -- with rules.The basic structure of D&D magic is that it is extraordinarily powerful and capable of working miracles of every sort, BUT with this great power comes great limitations. You have to prepare it ahead of time. You have to know spells which are generally inflexible and specific in their application. The spells take time to cast and are difficult to cast in combat. The spells can be disrupted and when disrupted they are dangerous to their casters. D&D magic is not anime or video game magic where Wizards go around spamming out blasts of energy like juiced up soldiers with high tech energy weapons. It is arcane.
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If you want flexibility, you have to have either very very weak magic or very very restricted magic. That's the choice.