Voss said:
@ Dausuul- actually, 4e seems to scale more than 3e did. 3e spells usually didn't scale. Level 1 spells were largely irrelevant at higher level, and save DCs quickly become level inappropriate. 4e doesn't do that- most things look like they scale now, and attacks (replacing save DCs) definitely do. Sleep, for example, is effective across multiple levels.
But the point is that in 3.X, if you compare a high-level spell to a low-level spell, the high-level spell has a greater effect against high-level monsters than the low-level spell has against low-level monsters. To reiterate the point I made earlier, compare
blindness (a 2nd-level spell) to
finger of death (a 7th-level spell). Both are single-target spells that grant a Fortitude save, but
blindness only blinds the target where
finger of death kills it outright, as well as doing damage even if the save is made.
What this means is that if we assume these two spells to be representative of their levels, and that a high-level monster is about as likely to save versus
finger of death as a low-level monster versus
blindness, a 3rd-level wizard who successfully uses her best (where "best" means "highest-level") spell against a monster still has to finish the monster off, and has to worry that the monster might be able to remove the effect somehow. A 13th-level wizard who successfully uses her best spell against a monster takes that monster out completely--and even if she fails, she does a bit of damage. Ergo, the wizard's position on the "weaksauce to uber" scale has shifted; the 13th-level wizard is more powerful
for her level than the 3rd-level wizard is for hers.
Voss said:
But if you're claiming that they're level independent, they can really all be assigned to level 1.
True, but then we get a glut of level 1 powers. Ideally, of course, the level-independent powers should be grouped by what they do; so, for instance, forced re-rolls might be considered a "mid-Paragon" effect, even though they could just as easily be early Heroic or late Epic. That would create the feeling of "Hey, I get cool new stuff!" even though what you're getting is not necessarily better than what you had.
Voss said:
What will really matter is the opportunity cost of the power- what you have to give up to get the reroll. In this particular case its pretty low, what with the gutted versions of fly and invisibility, but some levels might have powers you don't want to give up.
This is certainly true. But until we see a power of comparable level that is demonstrably way better, I don't think it's reasonable to claim that
displacement isn't balanced.