Signature Spells: Original Interpretation vs What We Got

Okay so we got Signature Spells for Wizard Traditions now. I like the idea, not so much the current implementation.
My original interpretation was that you could regain a Tradition appropriate spell of each spell level, a la Encounter power. Example battle Mage Tradition, 5th level (cuz I like that level for Wizards); say the Battle Mage has at 1st Thunderwave, at 2nd Magic Missile and at 3rd Fireball which he could recover after the battle. I was also under the understanding that Wizards would keep their previous spell progression. 
We know what we were given for Tradition and Signature Spell. If not go read them, I'll wait here while you do.
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Okay, all read up. Good.

Now, I have a suggestion for a potentially better implementation. First off, a Wizard should gain more Signature Spells. I would go with a progression of gaining these at levels 1st, 5th, 10th, 15th, & 20. Additionally, I feel the Wizard should choose his or her Sgnature Spells. I'm leaning toward "Your choice cannot be changed once picked" but open to a periodic ability to change them out. The spell that you can choose must be 1 spell level lower than the highest level spell you can cast. With the exception of the 1st level Signature Spell. These spells are not prepared in that they use up spell slots. Rather, assuming current spell progression, they have a set slot as a bonus spell. The 1st Signature Spell is a 1st level spell, the 2nd is a 2nd level spell, the 3rd one is a 4th level spell Etc. (example: 1st - Thunderwave, 2nd - Scorching Ray, 3rd - Wall of Fire)

What do you all think of this suggestion?

Sidenotes. 0 Level cantrips need to all go back to at-will. That needs to be done. Also, I like, as do my players, the current iteration of Magic Missile. I could see a damage scaleback to say 1d4+4(or maybe +3) per missile but keep the scaling per Spell Level it currently has.


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They never would've done something like that, dude. It would leave you with like 10 encounter powers by 20th level. What I thought is that we would get to choose an encounter power to refresh, but what we got is a pre-selected spell that we have to refresh.
I could see gaining a few more Signature spells as the Wizard levels up, but not 1 per spell level.  Maybe they could get a total of 4 signature spells by the time they are 20th level.   Also, there would probably have to be some limit so that the Signature spell does not come from too high a spell level.   Having an encounter power 6th level spell or greater could just break encounters.   Maybe the cap should be 4th level spells or lower...just gussing at this point (and only 1 signature spell per level allowed).

I like the idea that the Signature spell can be chosen when the Wizard prepares as long as it is from the appropriate school.   This would allow for some flexibility, and for players who don't want to bother, they can just choose once and let it ride.   

If all of this would happen, then the Unversal Wizard should probably gain 1 spell slot per level (or something like that).   I love the idea...but many would feel it gives the Wizard too much power.


  

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Agree with Rhenny and Chameleon-X here.  Though @OP, my wizard player did experience the boringness of thunderwaving every encounter.  I think this can be solved by having a wider selection of signature spells to choose from, but only one that you can use that day.  
There should be a list of signature spells to choose from. Having fireball as a signature spell would be horrible. I think spell casters need more spell slots at lower level. Overall I think a third edition spell progression is needed
My original interpretation based on the announcement post a little while ago, is clearly OP. I put that in because of it colored my view of the Traditions as they currently stand. I think the Traditions and Signature Spells are great additions to the Wizard class. Which has felt the weakest and least interesting the past two packets.
I still feel that Wizards should have more than one Signature Spell (3 to 5 by 20th level). They should be choices the player makes, not set spells. I completely agree that spells per day need to be upped.
Signature Spells should remain low level even if the Wizard gains more through research and study. Lower Level Spells are easy to replenish as a Wizards magical enegy is draining by casting.  But Higher Level Spells should pack some incredible damage or have amazing effects that require a lot of energy, rest, and study to replenish.  
I like how there are spells that can be prepared in higher level spell slots now, and I want to see more spells do this.  I also think, as more spells become available, you will see choices for what your signature spell is.  I think once more level 1 attack spells are introduced, you will see that the battle mage can select from three or so, though I personally think he should be allowed to pick shield, seeing as how, he might be close to the action, and that would be handy to recharge every encounter.
I think one scaleable signature spell is fine, choosing from a small set sounds good so we can have a little variety perhaps. i think siganture spells would be find as is if they didn't restrict the spell slots so much

Restricted perhaps to a type of spell.

Battle mage can choose one of three evocations, illusionsist can pick one of three illusions, etc and perhaps that choice is not changable.

it seems odd to me that an academic mage can change his disguise more often than an illusionist because it is on the illusionist spell list, while mage armour and shocking grasp make no thematic sense for a illusionist.

if we go into too many signature spells. we basically return to the encounter system of 4th edition (not bad, but not the theme of this game). besides, the creative use of spells is what make wizards fun.

currently both color spray and thunderwave have some out of combat uses (Limited but possible).

besides, the idea of signature spells is so that a specialised wizard has his iconic spell. one iconic spell. like gandalf and thunderwave (maybe not right, but it seemed it in the movies), jim darkmagic and magic missle, etc
All this is, is giving wizards an unlimited wand.  Boring and unbalancing.  One of the problems of 4e was the "super hero" at 1st level effect, over powered PCs.  The packets started out cool but the power creep has begun...  And the new spell progression table sucks.  Two memorized spells, multiple "wands", and unlimited rituals.  Why even have a memorized slot?  Just go back to 4e powers.
 
In my opinion they missed the point of signiture spells completely. A signature spell is supposed to be a spell that is a Wizards trademark. So it should be chosen by the wizard and it should be modified from its original version. Such as Magic Missile that looks like skulls screaming towards the target, or a blueflame fireball. The point is a signature spell should feel like it is a Wizards signature. As it stands every Wizard essentially has the Apple logo stamped on his back :P

Later
Your thinking of cool fluff stuff, kudos!  But most of the play test seems to be crunch related.
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if we go into too many signature spells. we basically return to the encounter system of 4th edition (not bad, but not the theme of this game).



Then what, pray tell, IS the "theme of [the] game"? I thought it was supposed to be an edition for fans of all editions. Why would having something from 4E be blasphemy?
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All this is, is giving wizards an unlimited wand.  Boring and unbalancing.  One of the problems of 4e was the "super hero" at 1st level effect, over powered PCs.  The packets started out cool but the power creep has begun...  And the new spell progression table sucks.  Two memorized spells, multiple "wands", and unlimited rituals.  Why even have a memorized slot?  Just go back to 4e powers.
 



It was a better system all around.  Everybody had their big hurrah for the day, everbody had something they could do after taking a breather and a few things they could do all the time. 

i rather liked having a non-anemic character at 4th level.  Playing weakling, heavily limited or dead characters bores me.  i'd play ANY class in 4e.  They were all interesting.  In other editions anything other than spell casters were just dull.  "Um, I swing my sword again."

It's possible to balance these things.
I don't think it was a necessarily better system, Uriel, it was just a lot more fun and balanced than a lot of the anti-4e people always say it is. The packets before this one have showed that Vancian casting doesn't necessarily have to be broken, and neither does it necessarily have to be the only option.

On the topic of this thread, what I would say would make the most sense, mechanically and thematically, would be if you got 1 signature spell at, say, 1st-3rd level, and maybe earned one or two more as you gained levels (maybe levels 5, 7, and 9). It would be, as Tsithlis said, a variation of one of the spells in your spell-book (perhaps WotC could give us a table of various quasi-mechanical alterations that would suffice, along with a table of flavor-only changes), and every so often you could switch it out if you wanted, but it would have to be of x levels lower than your highest spell level.

That would seem to make the most sense to me, and is mostly what I had in mind when they started talking about signature spells.