I'm liking all of these replies.
Planning ahead is in the DNA of the Wizard. You have to make choices what to prepare based on what you know and predict about your immediate future.
What needs to happen is Long Rest being more restricted than it is in patch 5 so those choices carry weight.
Then, if you don't like those restrictions and playing a thinking Intelligence based class >> Sorcerer is for you with fun spontaneous casting and cool heritage.
Strong class identity is what makes a class based system fun in the first place. If you start blending abilities and playstyles of different classes, you might as well start cutting entire classes from the game.
Definitely.
If Larian has any sense, they will for once try to implement a much more balanced system than what has been haphazardly put together so far. Lack of balance = lack of real choice, so I strongly hope the Sorcerer will come bundled with comprehensive changes and tuning of for existing systems - such as the camp supplies. This includes making camp supplies a resource with roleplaying implications such as volunteering supplies to refugees/needy people (with further story developments at a later stage). Would really like some "good-aligned" player agency when it comes to actual roleplaying - as opposed to enriching yourself by robbing everyone blind risk-free.
+1
I thought it was hilarious when Sven stole those boots from the poisoned Gnome in the Myconid Colony, but it was also a bit underwhelming that no one came to her aid when she's supposedly surrounded by friends.
I really hope that spell preparation will require to long rest.
The camp should be more than a hub in which you restore your spellslots, your health and in which you sometimes talk a bit with companions.
It should be a location in which you really plan your next day and in which you think about what you have learned during your day.
That's exactly what preparing spell is - choosing something that looks more powerfull, more appropriate to your next goal or that would create better synergies with your party members.
I'd also like if we were only able to level up at camp but that's something else.
It also have consequences on the class uniqueness as OP said but on the other hand...
the game is not easy at all and some combats are really really (really) hard if you don't exploit one of the OP mechanics...
What if you loose a combat and want to try with other spells ? Are you going to click the sleep button, change your spells then click the bed 2,3, 4 times ?
I think losing and learning how to deal with certain new enemies is a big part of what makes the game fun. An opportunity to get swept and be forced to change strategies is great. That being said, some warning or tips for success on these new enemies would also obviously be appreciated: for example, asking questions to knowledgeable NPCs or finding texts that reveal enemy vulnerabilities.
Given that long resting doesn't take any significant amount of resources or affect ~anything (e.g., random encounters, time passage), requiring players to long rest before preparing new spells only takes player time and clicks. Now, there's an argument for using tediousness as a way to discourage players from doing something, but this doesn't work for preparing spells because it encourages long-rest spam.
The best solution is obviously for Larian to come up with some way of better representing an adventuring day. But if Larian keeps the long-resting/time passage/fast travel system exactly as it is currently, I see a partial solution.
1.) All spell effects cast by Prepared Caster, if they choose to re-prepare spells, are ended. Including spells that last the whole day. This represents the wizard sucking all possible expended ambient energy back into them in order to re-prepare their spell list.
2.) Some areas restrict this ability. E.g., trying to re-prepare spells in Waukeem's Rest will result in a pop-up: "Preparing spells takes time, and you are currently in an area where time is important."
Hag lair: "Preparing spells requires time spent vulnerable, and you don't feel safe enough to do so." This could match up with areas where fast travel is prohibited and/or long resting once you reach that area would advance effects.
I really like these ideas. There are clearly many ways the developers could homebrew this without having to create a day/night system if they don't want to.