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Why is the Vancian system still so popular?

I think the thing that is significant to me is not having to justify the whys about the Vancian System, it's more that I don't see why we need to eradicate a system when it is clearly still being widely used and appreciated by many as a fun, iconic part of the game.

I've no problem with additional systems being brought into the game to provide alternatives, so maybe a magic points based Sorcerer class, or a pact based Warlock (Witch) class, and so on. Maybe a few feats to create a few more spontaneous 'at will' spells too.

But the key is adding options, rather than taking them away.
 

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QI’m noticing a correlation to the amount of people that like the Vancian magic system as well as the option for At-Will powers for Vancian casters.
It's impossible to look into the mind of a proponent of the old vancian system and see what they're thinking. You might speculate that they simply want the nostalgia of the system they learned when they started gaming, or that they are drawn to the radical class imbalance that let their casters lord it over lesser beings, or that they are just big fans of the Dying Earth (a classic of science-fiction, afterall). But that would just be speculation, and might well be found insulting, at that. You could also try to rationalize it.

In the AD&D DMG, I think it is, EGG briefly discusses the choice of the 'relatively short spoken spell' inspired by Vance's work. The alternatives were complex spells of immense power taking long periods of time to complete and requiring substantial material outlays (rituals, really) or spells of minor power that could be used without limitation or the 'Vancian' alternative of relatively easy-to-cast spells of substantial power that could be used only once each. Given those choices, 'vancian' looks pretty good. It allows casters to participate in combat, do something dramatic and magical (because spells are powerful), but not overwhelm the sense of magic by doing it every round (because spells are few and must be conserved).

That worked to some degree at low levels, but as the game expanded into much higher levels, the sheer number of spells casters got made the fire-and-forget limitation all but meaningless.


The modern approach is still partially 'vancian' in that it uses daily spells that can be cast only once and that are easy to cast and quite potent. But, it also adds 1/encounter and at-will spells of lesser potency. So it's a very good system for keeping the caster playable, and thus his player involved and entertained, at all levels and in both very short and very long 'days.'


Now, you might think the inclusion of at-wills would 'cheapen' magic and make it seem less magical, but, as you observe, the fans of vancian magic are fine with their magic-users getting more magic, even if it is lower-power at-will magic.

Where 4e fails the fans of vancian magic is in it's use of the same system for more than just spells. Specifically, martial characters, like fighters, who also get dramatic daily exploits, as well as 1/encounter and at-will exploits. If martial characters aren't distinctly inferior to magic-wielding ones, the sense of magic being special and powerful - thus 'magical' is lost. While 'vanician' is something of a rallying cry, I'm sure many would be just as happy with AEDU, if it were a caster-exclusive system (and if rituals were a lot cheaper and faster).
 

I think the thing that is significant to me is not having to justify the whys about the Vancian System, it's more that I don't see why we need to eradicate a system when it is clearly still being widely used and appreciated by many as a fun, iconic part of the game.

I've no problem with additional systems being brought into the game to provide alternatives, so maybe a magic points based Sorcerer class, or a pact based Warlock (Witch) class, and so on. Maybe a few feats to create a few more spontaneous 'at will' spells too.

But the key is adding options, rather than taking them away.
Yeah, I'm cool with that. The issue is space. Magic, which mostly meant Vancian magic, takes up about 50% of the space in the 1e and 3e PHBs. I think Vancian casters just have too many spells. If you cut those down to OD&D/BD&D levels, which it seems may be the case in D&DNext, it leaves more room for other magic systems, and other modules too.

Admittedly the 3e sorcerer, and to some degree the cleric, uses the same spells as the wizard. Ideally we'd want the sorcerer and cleric to use more diverse systems.
 
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Given those choices, 'vancian' looks pretty good. It allows casters to participate in combat, do something dramatic and magical (because spells are powerful), but not overwhelm the sense of magic by doing it every round (because spells are few and must be conserved).
The problem is, you have to build the whole game around that. You have to have numerous encounters over the course of a day, to balance non-casters with casters. That then puts limits on your encounter resolution system, primarily your combat rules - combat can't take too long. It puts limits on your adventures, and your world - it must contain a plethora of monsters. This, in fact, is exactly what Vance's Dying Earth is like, it's full of weird monsters.

So it makes D&D quite a limited game, that easily breaks if you change any of the assumptions. And that's bad because I think a lot of people do want to change those assumptions, though possibly I'm just projecting my own desires.
 

I should have been more clear, by AD&D I was referring to 1e. 3e is the system that made both the "too many spells" and the "too-fast preparation" problems real problems, with Focused Specialist and Collegiate Wizard and easily-crafted wands and Doman Wizards and all that on the one hand and 1-hour preparation on the other. 2e didn't have the too-fast preparation problem, and the number of spells available, both known and per day, were higher than 1e but still nowhere near 3e. If we went back to the 1e version as I suggested, both problems would be solved.

And I'm saying that this isn't true. At 9th level or so they have to change the game and give the fighter a castle and followers simply because the wizard is too powerful and versatile. Even in 1e. And Gary has gone on record saying he made the apparently overpowered Unearthed Arcana classes like the Cavalier to try to balance them with casters. (Or more specifically he agreed with this when Raven Crowking stated it as his reason).

Yeah, most of the time when I hear people who want to fix casters by restricting them to themes, the 1e illusionist and the 3e beguiler are held up as shining examples. Supposedly, before Gygax was kicked out of TSR he had planned to change the wizard into a bunch of specialist spells and leave the mage as a bard-like limited caster, which would have been a sight to see. I'd be all for going the forced-specialization route.

Me too.

In theory, yes. However, the problems with the ritual system are their time and gold/residuum cost. As presented in 4e, they're not worth it at all the vast majority of the time because of one or both of those factors

The majority of the time, no they aren't. They aren't the 6 second re-writing of reality with trivial cost that old spells were. But with a creative player checking his ritual list they can be extremely useful. As a player I've avoided encounters and disrupted and forced a re-write of sessions using rituals. And as a DM I've had it done to me. But what this took was actual genuine creativity rather than the caster's fingers and using a spell for exactly what they are designed for. To me that's creativity far more than digging through your toolbox to find exactly the right tool.

It's not the overpoweredness of AD&D/3e spells people like, it's the variety. If 5e was 4e powers in a Vancian framework, I wouldn't like it because those spells would likely be incredibly boring and same-y and all combat-focused. Give me grease, silent image, reduce person, fly, fire trap, wall of force, delayed blast fireball, telekinetic sphere--and those are just SRD spells--not yet another way to damage someone and push them a bit, or teleport tactically, or create a crowd-control zone.

I'm going to question your assertion. 4e has many of the spells on that list. Grease (and yes it doesn't give all the ramifications any more than B/X), several variants on Fly, and Wall of Force. And a decent although even less powerful silent image encounter spell (which is just as well as I broke silent image - although at least it wasn't Phantasmal Force). I'm pretty sure Fire Trap is a ritual. Which means that the only spells I can't think of an analogy for are reduce person and telekinetic sphere - and the latter is an 8th level spell.

Lots of people played crowd-control wizards in 3e, and that's a fun and effective way to play, but 4e (and now probably 5e) have said "If you want CC or blasting or very limited abjuration, you can contribute in combat, if you want illusions or enchantment or very limited necromancy, you'll have a few watered-down tricks in combat and not much out of combat."

Necromancy I agree with. However there is no orthodox build that says "you'll have a few watered-down tricks in combat". Every build that's officially supported (and this emphatically includes Illusionists and Enchanters - both in Essentials by name) is fully combat capable. And there are enough utility powers for both to be effective.

That said the Mage presented in Essentials is a vastly superior implementation of the wizard concept to the Wizard presented in the PHB.

If you sort 3e spells by power and cut off the top half of them, you'll still have plenty of fun, creative, flexible, and noncombat-capable spells.

The only two spells on the list you presented that are left, however, are Delayed Blast Fireball, and Fire Trap. The rest are (with the arguable exception of Wall of Force) definitely top half.

You can shape the world, fool people, build wards and traps for later, pick up a few minions, and do lots of other things.

As long as you allow rituals to build things for later (and sometimes shape the world), you can do every single one of those things in 4e. You have the flexibility you crave. You just don't have the raw power.

If the designers think you can't use illusions in combat, tough noogies for them, they shouldn't give you a few powers that deal psychic damage and call them illusions and then make you spend an arm and a leg to get basic rituals, like Hallucinatory Creature which, at level 12, finally lets you make the moving image of a creature at the cost of 10 minutes and 500gp where a 3e caster could have been doing that several times a day from level 1.

And the 3e caster was broken sideways. Silent Image is not just abusable but trivially so - think of the effect of a one-way fog cloud. But the basic illusion power you're looking for is presented in HoFK (i.e. the new replacement for the PHB) and is a second level encounter power, IIRC taking a minor action.

The difference between versatility in build and versatility in play is an important one. You want a single class to be able to do many, many things well when you build a character of that class, so you have interesting options and not all characters of that class are too similar, but you want to limit their options when you play a character of that class to keep things within one theme.

Within one theme and a set power level. "Can re-write reality however he wants" is a theme.

1e and 2e were very good at the latter as far as casters were concerned,

1e and 2e were barely passable to the point that EGG himself deliberately raised the power of non-casters. And wanted to break the wizard into pieces. Calling them "very good" is taking things far too far. 4e, especially post-essentials is much much better at this.

1) Player Agency - Excepting 4E, under all previous editions, the vancian was the most flexible and customizable.

And that's one reason I believe Vancian should die. Either that or the flexibility and customisation of all non-casters needs to be massively raised.

I do find it funny that someone listed Gandalf as an example of how D&D does a bad job with casters. Given that the first D&D article about Gandalf (back in, what, Dragon #4) described Gandalf as a 4th-level druid based on the actual spells he cast in AD&D. :)

The prosecution rests.

I think part of the issue though is the Gm believing the adventure has been "ruined" simply because the players found a way around many of the challeneges. One thing I learned a few years ago is to reward clever parties accordingly. If they figure out how to beat your adventure in one move, let them. Just like if the players figure out a way to kill your big bad guy in one or two rounds, let them do so.

There's a difference between "figuring your way around" and "snapping your fingers and making the challenges irrelevant using things trivially presented to them by the game".

I think catastrophic mechanics like this are bad in general. Much better to have less serious drawbacks that the non-suicidal PCs will consider risking, and that don't need to be fudged constantly.

Me too. I like backlash systems like WFRP 2e and WFRP 3e where casting a spell is always a risk - just not a catastrophic one.

Yeah, I'm cool with that. The issue is space. Magic, which mostly meant Vancian magic, takes up about 50% of the space in the 1e and 3e PHBs. I think Vancian casters just have too many spells.

Yup. To me pre-4e D&D has always been about casters and sidekicks - just the pagecount and level of detail is enough to show this. And I don't think most people intentionally sign up to play sidekicks in D&D. In Ars Magica this isn't a problem as the game tells you what you are getting in for. But nowhere in D&D does it explicitely say that much more time, care, attention, and agency is given by the rules of the game to the players of spellcasters.

The problem is, you have to build the whole game around that. You have to have numerous encounters over the course of a day, to balance non-casters with casters.
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So it makes D&D quite a limited game, that easily breaks if you change any of the assumptions. And that's bad because I think a lot of people do want to change those assumptions, though possibly I'm just projecting my own desires.

Agreed. The encounter model of D&D works in a dungeon. But precious few environments are as dangerous as the artificial nature of an adventuring dungeon. Having people preparing for the night and expecting a ninja assault because they've only had three major fights for their life in one day to me breaks settings. You can't run anything Lord of the Rings-esque outside Moria, Mordor, and the big battles. Any sane world just isn't that dangerous.

Of course this is a problem with the recovery rate rather than the parts of casting that are called Vancian and a lot gets fixed if wizards only get to recover their spells in a lab or library, or priests in a temple. If you need a few days of solid preparation you keep all the advantages of vancian casting while destroying this problem,
 

Stuff like teleport is not all that trivial to use though. I have seen such spells backfire horribly on a party, particularly when they didn't plan ahead.

Even if there are trivial things in the game my whole approach to GMing is I don't feel that the PCs need to jump through the hoops I set up at the pace I intended for the adventure to be fun, if they "beat" the scenario quickly (even if it is moments into the game) though luck, planning, or wise use of resources, that doesn't bother me one lick. In a way I like unexpected concusions. But this goes the other way as well. Most of the time adventures take about what you expect them to. Once in a while, the players teleport in and slay the evil emperor in session one. Well, those kinds of events just lead to further adventures, often in directions I never expected.
 

Which, IMO, is one of the big issues that people have with it with their home games. Overpowered versatility can be a social contract issue and can be solved fairly easily (usually) by reasonable players and DM's. At an organized play event though, you have no social contract and thus these issues become very exacerbated.

This is why I keep saying they need some kind of keyword or signal for such, like the Hero System "Stop Sign" symbol on wonky powers. Instead of pretending that everything is equally balanced, when it can't be, not even in 4E--mark the stuff that is unbalanced.

Personally, I'd prefer a rating scale, 1-5, so that they could put in an electronic tool as both a designer stated, initial number, and also a player-based voting average. Then organized play can cut off by rating at whatever number works best for them, and everyone else knows that, even if you are perfectly fine with social contract and DM adjudication, you'll need some for power X and a whole lot for power Z.
 

This is why I keep saying they need some kind of keyword or signal for such, like the Hero System "Stop Sign" symbol on wonky powers. Instead of pretending that everything is equally balanced, when it can't be, not even in 4E--mark the stuff that is unbalanced.

Personally, I'd prefer a rating scale, 1-5, so that they could put in an electronic tool as both a designer stated, initial number, and also a player-based voting average. Then organized play can cut off by rating at whatever number works best for them, and everyone else knows that, even if you are perfectly fine with social contract and DM adjudication, you'll need some for power X and a whole lot for power Z.

Dude, WOTC really, really needs to hire you. :D
 

Power rating systems

will fail. There will always be the wrong rating on the wrong spells, because as soon as the rabbits (unsuspecting DMs) get faster, so do the foxes (more optimized/exploitative players or powergamers), since there is too much of a lag before errata can either slow down the foxes. (if not take them out back, and shoot them out right)

A creative/smart caster with a vancian system and spells that affect the world in non-trivial ways, can always pose balance problems. Is it the nature of the beast. 4e solved it by making all combat spells apply to a grid, and either do damage against creatures or enemies, but not objects, so you are very much limited to the very limited set of in-combat uses, to avoid e.g. fireball being used to set a forest on fire. In 4e, it just wouldn't happen. But in AD&D, you burn the whole village down. But that's EXCITING. Who wants to play D&D on rails, or without danger or consequence? Being just able to do damage with your spells, is boring and lame. You are playing with fire, expect to get burned. I like my RPG fire to, you know, actually be able to light mundane things on fire, and do more damage, or side effects. Either expected or unexpected, wanted or unwanted. If your aim is off with your spell, whoops. sorry guys

As soon as you make fireball or teleport or invisibility a "tier 5" spell, you just guarantee that they will be sought after more, forcing DMs to allow those iconic spells (at least for specialist wizards), and in which case there never will be balance. However, as we've seen in PF, it is certainly possible to rebalance spells after knowing their uses. There is a huge wealth of use cases and threads on all the power-gamer uses of all these spells, across editions.

So long as Wotc allows for open play tests, these bugs should be found /sorted before launch. And if they don't properly playtest, fine leave the burned ruins of the official rules in the dust when you DM, and just houserule certain spells. Better yet, the game system should have material components and DMs enforce it, so they have control over how often certain spells are used.

What if bat guano is the rarest thing to harvest in your game world? The bats have been hunted to near extinction by anti-mage inquisitors, and only law-breakers breed bats in cages so they can cast the occasional fireball. A lot of these balance issues can be sorted out in-game within the rules of earlier editions, but there is no house rule in 4e to not use your power the way it says, other than "chose a different power". And with the player entitlement and codified rules expectation, with player-centric focus of 4e, how can DMs reasonably expect to maintain player interest if they bring the ban hammer on your character?

I've said it before, there is no balance between a fighter, any fighter, and a smart player playing a wizard with spells -- any spells -- with which there is a complex enough set of world-modifying, non-straight up damage effects.

There is virtually no limit on the power of (even weaker) spells in the hands of a creative caster. Sure, start by lowering the number of spells per day, and introducing at-wills, and rebalancing the duration and costs and even spell level of certain spells, but beyond that, there will always be an adventure or encounter-offsetting use of a certain innocuous-seeming spell.
 
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That worked to some degree at low levels, but as the game expanded into much higher levels, the sheer number of spells casters got made the fire-and-forget limitation all but meaningless.



Now, you might think the inclusion of at-wills would 'cheapen' magic and make it seem less magical, but, as you observe, the fans of vancian magic are fine with their magic-users getting more magic, even if it is lower-power at-will magic.

A 9th level wizard in AD&D has all of 13 spells he can cast, most of those low level. That's hardly a "Sheer number."

And this fan doesn't want to see any kind of at will magic, unless it's mage hand or dancing lights type cantrips.
 

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