Twowolves
Explorer
Psion said:"Weak but enduring combat resources" as reserve feats seem to be largely balanced by opportunity cost. Sure, it's nice to pump out effects during combat and not lose any resources over it. But it will take you multiple rounds to do as much damage with fiery bursts as you could do with the one fireball you have in reserve to power them. In the time that is happening, your party (and potentially you) are taking damage from the foes you haven't slain because of it.
So, you admit, these feats will skew the CR system? Taking multiple rounds to do potentially unlimited damage is not as balancing as some claim. A flying mage with one of these feats can go aloft, and unless the enemy has ranged, they are eventually screwed. Yes, the damage output per round is less, but the total damage output is off the scale. How many low CR fights can you have per day now? Without question the answer is "more", and that forces the game into a different direction.
Wizards already had a way to pump out effects during combat, wands and scrolls. These required a feat too (or else twice as much of another resource, gold), and they had limits. Charges were a limit, as was the fact they could be disarmed or stolen. One NPC with one of these zappy feats can kill hundreds of civillians in a city, and when the watch shows up to stop him, he's still got his full allotment of spells. Teleport away and do it again tomorrow. With no resource limit, one character can eventually kill all the peons in a nation, without fear of being caught with his mystic pants down.
Seriously, Magic Missile (other than being a force effect) becomes useless, so long as one of a character's highest level spells is uncast. At 9th level, a zappy feat does 5d6 at will, a Magic Missile will do 10-25 once, and from there it just gets worse.