Geron Raveneye said:
Easy. Wizards shape an arcane pattern, fill it with magical energy, and lock that in their mind/aura/personal force field/whathaveyou. The little bit during casting is simply a trigger that releases that stored-up energy through the pattern, creating a spell effect. Once it is release, it is gone, pattern and energy. The "Spells per Day" limit is the number of charged patterns a wizard can store in his mind/aura. That's why it goes up with level and Intelligence...they simply get better at it.
This explaination actually works pretty well for me, and it's the one I use in my own games. But I still haven't found a decent excuse for why a Wizard can only prepare spells
once per day.
Setting aside the fact that a Wizard who's used up all his daily spells
is not fatigued, exhausted, or otherwise drained in any mechanically-represented fashion, I can certainly buy that there's some hard limit on how many spells a given Wizard can prepare without resting. What I
can't get past is the idea that he has to prepare all his daily spells in the morning, in a single session. Wouldn't it be logical to leave a few slots empty in case some utility spells (things like
levitation or
comprehend languages) are needed later on? Sure, he'd have to do the whole sit-down-with-the-spellbook-and-meditate bit all over again, but it shouldn't take nearly as long as preparing his whole set.
And even if precasting sounds right for Wizards, it's absolute
murder to justify for Clerics and Druids. "Oh mighty Pelor, if it be your will, please grant me the boons of
bless,
cause fear, and
summon monster I some time later today, allowing as well the option that I might convert them into
cure spells."
Li Shenron said:
Yeah but this is what I don't fully understand. You played a ton of other systems and you liked them better... Then why do you want D&D to turn into one of them? Can't you just keep playing them?
There's a lot more to D&D than its spell system. Even setting aside the system itself, it's got tremendous amounts of official and third-party support, as well as a tremendous population of existing players. If I like one thing about GURPS and 20 things about D&D, and I say "GURPS does this better," it doesn't necessarily make a lot of sense to reply with "Go play GURPS, then."
(Not that I'd characterize your own posts as anything so rude and dismissive. I'm just using examples, and I'm talking about a wider phenomenon than the discussion in this thread.)