Lago PARANOIA wrote:Numbers!
Oh, wait, I'm coming back for this post because I like it.
I'd argue that 4e went for both answers 4 and 5. We don't have the explicitly enormous earthquakes or whirlwinds, but they can do things that can't be explained by just physical might... the grappling fighter, for example, can just juggle monsters dozens of times larger than him, no problem.
While I understand the frustrating surrounding option 5, nerf spellcasters significantly, ultimately I find myself agreeing with them. The problem is that there's an attitude that 'magic can do anything'. Bear with me here.
The underlying reason between the unbalance of the wizard class is that everything crazy and cool and weird gets rolled in with it. Gandalf throws some exploding pinecones, wizards get the fireball. That jerk in the Vance story has a 'prismatic spray' and wizards get a wide variety of powerful prismatic effects. Witches in English lore are followed by cats infused with the spirit of satan, so wizards get familiars they can control, and so on. Even when the original source of the power isn't from a spellcaster... the hound of ulster's salmon leap or warp spasm, as I keep returning to... it's wizards who get Jump and Polymorph.
Ultimately, the constant growth of the pool of spells means there's a spell for any purpose... which means the wizard can do anyTHING, just by casting the right spell. Need a house? Move earth. Need a fighter? A wide variety of summons are available. Need a thief? Not with teleport, invisiblity, detect traps you don't! Family obligations? Send your clone! Want to get laid? There's a wide variety in the book of erotic fantasy.
Personally, I can't stand this. What's a challenge to someone who's class feature, who's special power is to have all the powers? What meaningful stories can we tell about someone who's all powerful? Superman suffers a similar problem, but all of his stories tend to be about balancing all of his super abilities with the people in his life... who aren't super. But a wizard can just cast a spell to make those people cool with it. Ultimately, to a well designed and played wizard, there are no challenges. And what kind of game is that?
As for solution 4, no number of earthquakes or power of whirlwinds caused by the martial classes attacks is going to make up for the fact that a wizard can simply teleport away, find the right spell for the job, and return... or just teleport away and ignore them.
4e scaled casters down, a hell of a lot, and I can't see that as a bad thing.. because now they have choices, and plans, and have to struggle to solve problems... instead of just quests to find the spell, "Complete Module 7E."
Lago, if you've got a response as well written as your last I'd love to read it, but I am running late as is and really gotta get runnin'.