Twowolves said:
Umm... yeah, they are. Hence the reason making an item fit in a non-standard space makes it more expensive.
In normal (non-epic, non-psionic) games, there are eleven item slots that can be filled and changed as money allows, and the possibility of slotless items. Contrast that to a maximum of thirteen feat slots for a wizard that can
never be changed once chosen. Item slots are a limited, but not a receeding resource. Feats are limited and receeding. Money is close to a self-replenishing resource in D&D.
But, it's not better. One a rare occaision (almost completely at the whim of the DM) the spell does an average of an extra 6 points of damage. The feat can also do more damage the more potent spell held in reserve, so both are potentially more damaging under different circumstances. And Call Lightning doesn't effectively have a larger area. I was mistaken about it's area:
I said myself that the area is harder to use to good effect. And if you keep a higher spell slot in reserve, then call lightning is no longer the direct comparison that you wanted. That would be lightning storm, 5th level, deals 5d6 damage (or 5d10), and has a long range.
So far, the only way Call Lightning is better is at range, everything else is worse.
In some aspects, it is worse. In many aspects, it is a wash. In some aspects, it is better. And range is a critical aspect. The farther away you get from your enemies, the better. You have to nearly get into melee to use this feat.
Is it really any different if we compare Scortching Ray and some of these feats? 4d6 fire, ranged touch, no save, vs xd6 at will?
Scorching ray makes it even clearer that the spell is generally better. 2d6 fire, against a minimum of 4d6 fire, and upwards to three times 4d6 fire.
You mention bows and crossbows, but they can be sundered, they can be disarmed, they require ammunition
If the first two things happen, then the archer is too close to his enemies. And the feat also requires "ammution" - namely to keep a better spell uncast.
Putting a fighter and a wizard 20' apart and letting them slug it out always plays to the fighter, even in previous editions.
See? Range is important. A spellcaster doesn't like to get that close to his enemies, which this feat requires. It's nice against mini-threats, but absolutely horrible against anything that survives your first attack.
Comparing zappy feat damage output to mundane combat is apples and oranges, hence the reason I compared them to other spells.
That wasn't a comparison between spells and mundane damage, though - that's how the feat will play out in actual play. The feat is absolutely not a substitute for a spell of the level kept in reserve. Its either a mook-killer, or a finisher after you pounded the opponent with better-range and/or better-damage spells. At any other time, using the feat is no good.
my objections to these feats.
What are your objections, honestly? So far, I've only seen that you consider them "video-gamey," which really doesn't mean anything. You seem to equate it to a lack of resource management, or perhaps taking away the need of thinking. The faux-spell portions of the feats however require good thinking to make them effective, and only shift the resource management. The faux-spell portions are always weaker than a spell of the held level, after all.