Kamikaze Midget said:
It's a psychology thing. The idea that a wand's rescource is limited (even if it is more charges than people can usually use in a month) makes people more reluctant to use it.
The irony is that a wand is more effective at a lower cost than a feat....you don't get that many feats as you level up, but you get loads of GP and wands (and scrolls) are cheap as heck. But those feats will probably be more popular because they are permenant modifications rather than disposable equipment.
Are wands really that cheap? They cost spell level*caster level*15 gp per charge; that's 225 gp per 5d6
fireball. An EL6 encounter is supposed to be worth 2000 gp, on average; after you split it four ways, the wizard who uses one
wand of fireballs charge has spent almost half the money he earned. And the save DC on that
fireball is all of 14; IME, that means many foes will be taking half damage.
That's where wands really suck: saving throw DCs; the most powerful wand you'll ever own has a save DC of 16, while your typical spellcaster's 4th level spells will have an 18+ DC (4 for level, 15+1 [level increase] ability, +2 stat boosting item). That's 15% more foes who will succeed, and each shot will cost you at least 420 gp.
Penetrating spell resistance has similar problems; and it gets worse as the spellcaster's level gets higher.
Me, I find the Reserve feats idea intriguing, and I
wish to subscribe to the newsletter look forward to picking up the book.
