HeapThaumaturgist said:
Here's one:
Do the "Sudden" metamagic feats screw up the sorceror?
Answer: No.
I've got sudden empower on my wizard, and while it IS true that it's useful, I'm really regretting taking it over the regular empower.
I think that's a low-level vs high-level thing though. Unsurprisingly, when you don't have high level slots to use, a feat that lets you empower without increasing the level is better. But when you're looking at cone of cold as your best 5th level damage spell, an empowered fireball looks a lot sweeter, and once per day doesn't really cut it.
As for who's more powerful, sorcerors or wizards?
I think with normal assumptions about wealth and gear (ie - you more or less follow the chart, and you can buy whatever you can afford within reason), they're balanced with each other.
I think if you reduce either (or both), then you hurt the wizard while leaving the sorceror more-or-less untouched. If a wizard cannot scribe more useful spells into his book, then he may as well give up and become a sorceror.
That's why I can't understand people who think that empty wizard (or even cleric!) slots are somehow a waste. As a wizard you can afford to have an empty slot in all but your highest spell level. In fact, at low levels, it's probably even worth leaving one of those spare!
I think it comes down to this: A wizards spell selection should consist of every spell available, even the obscure and specialized ones. If it does, then a party can take care of basically any out-of-combat situation as long as they have time (and 10 minutes is hardly a vast amount of time, especially if you've got access to dimensional hidey holes and transport magic... which you do, because you're a wizard) and a lot of combat situations as long as they have advance warning (which is good, because the rogue gets to do things).
A sorcerors spell selection should consist of the most broadly useful spells. In a combat heavy campaign damage, buff and single-shot-removal spells are all going to see a lot of use, so a sorceror can safely concentrate on those. If you can't imagine a spell being useful in 50% of the situations you may find yourself in, you should probably not take it unless there is some overwhelming case in it's favour.
If that is taken into consideration, then the two are balanced. Once you start telling the wizard he can't scribe spells, he'll drop behind. Once you start giving out lots of advance intelligence on every adventure, the wizard pulls ahead. And goodness forbid if the sorceror picks bad spells.
That's another thing I've noticed. Classes which depend on "take it once and never change it" mechanics (sorcerors, fighters - their feats, bards etc) are often seen as underpowered, especially at higher levels. Conversely all of them have their proponents, claiming they're the most powerful characters in a game. I think this is evidence of the wide variation in character optimization skills, and should probably be taken as a warning to DMs - prepare to be flexible when it comes to a character wishing to swap some of this stuff out.