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It's based on level + int modifier, so yeah a dozen or so is about right. That said, the 5e magic changes are on the whole a breath of fresh air. Vancian magic in prior editions (my experience is with 3e, which itself was a softening of the system by including 0-level spells) is a terrible, actively un-fun system. It sucks ass to find yourself in a situation where it sure would be nice to cast (insert spell here), but you only prepared one copy and you already cast it so you're SOL.
The magic system envisioned by Jack Vance, where wizards cast world shattering spells that are so complex that you have to lay them down in your mind in advance, is very cool for a novel. It is not at all pleasant as a game mechanic, however. There are a lot of changes 5e made which are questionable but I disagree that this was one.
5e's equivalent problem is only having space on your preparation list for a very short list of spells. It also sucks to take Fireball and find out that you actually needed Lightning Bolt or something situational like Feather Fall.
I preferred the 3.5e system because in this situation it means I still got to use that ideal spell once, and the larger quantity of memorized spells gave more space to take something experimental or niche without leaving a massive gap in my spell list.
I suppose that's true to some extent. But I can't say I ever felt limited by it, 15 spells (assuming max int at level 10) is enough that you can have a pretty decent distribution of utility spells along with a couple of workhorses. YMMV of course, it depends greatly on the individual player and the game you're in.
I decided to try Sorcerer in 5e so it's possible some of the problem came from having to make changing my spell list a multi-session affair. I think they've since made the UA which let you change spells without levelling up official which is a positive change.
However, I did feel like 5e gave a much greater pressure to have something optimal if you want to to properly contribute to a fight. Preparing multiple options to diversify across different saves, different damage types, and single-target vs multi-target ate up that list quickly.
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From what I remember of 5e, I think the "ritual" tag was supposed to handle a lot of the situational utility stuff.
Edit: I also prefer the 3.5e system, because I like my wizards strong and versatile. Pathfinder tried to balance them a bit by making the spells weaker (I think), but overall Pathfinder wizards are still acceptable to me (even if I don't care for the default Pathfinder setting all that much).
Spontaneous spell casting is more convenient and fun than prepared spell casting for most players, I believe. It's also more powerful, so it's not surprising that the game designers try to balance it in various ways. Originally with the Sorcerer, that was with fewer spells known. Pathfinder has an Arcanist class that instead tries to balance it with fewer spell casts. 5e's Wizard class tries to keep both the large number of known spells and the number of spells cast, instead reducing the number of spells prepared (and giving metamagic to Sorcerers).
Honestly, I think the concentration mechanic and spell nerfs that 5e did are the bigger sticking point for me.
They probably had more impact on my enjoyment when actually playing, but I have some sympathy for these two changes because they did at least partially solve issues that were widely complained about in 3.5e.
Spellcasters ignoring the recommended adventuring day to dump everything immediately made fighters feel irrelevant, which is less of a problem now that the spells are weaker. I also don't think anyone liked the pre-fight buff dance that happened whenever a party got to surprise their foes, which has been killed off entirely by concentration.
I disagree but I can see someone liking those changes enough to outweigh having less interesting and impactful spells.
On the other hand, the loss of proper prepared spellcasting feels like almost entirely downside since we went from having a choice between wizard and sorcerer to two flavors of sorcerer.
I think they might have initially intended this, but most of the best utility spells got left off the ritual list. That was a good decision. Characters being able to cast Detect Magic and Leomund's Tiny Hut effectively at-will was enough of a problem. The idea of dealing with characters who get to cast Fly, Fabricate, or Clairvoyance any time you let them sit still for half an hour should fill any DM with dread.
Rituals were a mistake and if WotC ever gets tired of making slight iterations on 5e I hope the next edition removes or reworks them. At least make them limited by something other than just time!
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Okay, I should add that I have mostly encountered D&D in single-player computer RPGs. There, the impact is much lessened. First, most of the focus is on combat even more than with pen and paper D&D. Either you win an encounter, in which case the fact that you were unable to cast the ideal spell for the situation is moot, or you get a TPK, so you reload and prepare differently. Outside combat, you are not on a timer and can rest whenever you like. Where a barbarian player would certainly have their character complain about having another rest despite the party being in good shape simply so that a spellcaster can prepare a utility spell, and a DM would be quick to point out the side effects of wasting another day, NPC party members typically are much more accommodating.
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But 3e/3.5e also had more robust magic item buying/crafting rules, so it was easy to spend a little extra money to have your highly situational spells as scrolls or wands for when you need them, so you could reserve your spell slots for your more generally useful spells.
True. Though in fairness, you can craft scrolls in 5e just fine so the same would really apply to that (albeit the DMG gives almost zero guidance to the DM on how to implement magical item crafting, just hand waves a few broad guidelines). And in BG3 specifically you have scrolls coming out of your ears.
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