Hi Jack,
Again thanks for all the feedback - you're giving me alot to think about
But you're also missing a side-effect here - the Wizard is using his low level spells up for offensive effect - that Wiz-13 with the Int-22 has 6 1st level spell slots, 6 2nd level spell slots, 5 3rd level spell slots, 5 4th level spell slots, 4 5th level spell slots, 3 6th level spell slots, and 1 7th level spell slot - if he does nearly as much effect with his 3rd+ spell slots as what would normally require his 6th and 7th level spell slots, he's got 18 spell's worth of near-maximally effective actions, rather than the 4 spell's worth of near-maximially effective actions that the standard-rules wizard has available - his endurance is way, way up there... and a lack of endurance was previously one of the balancing factors on the Wizard class as a whole.
I'm not missing a side effect - this exact thing is an intentional feature (and one of the main design goals) of the reserve system, rather than a bug.
This area is where our game experiences differ, I think. IME, the lack of "endurance" (meaning, they run out of spells) doesn't work out as a balancing factor on the wizard and other casters - at least not a good one. Instead, it is a game-staller for the whole party due to being one of the primary culprits behind the "5 minute adventuring day" aka "caster goes nova then rests".
Infact, this reserve system doesn't make the wizard more powerful - it just lets him remain at around the same power level for longer. When you think about it in terms of the "action economy" the 4e crowd speak of*, the wizard still has only X actions per battle for N battles. All the reserve system does is increase the size of N. Now he can have X actions for more battles before resting, and they're not ineffective.
The point about casters turing lower level slots over to buffs and so forth is a very good one though.... definately worth a ponder. Thanks
* Disclaimer: 4e isn't my cup of tea, however many of their design philosophies seem sound to me.
True - but with the reserve system, it's a lot more likely to succeed.
No, it just remains viable for longer in terms of both levels of play and encoutners per day.
Because stronger enemies have stronger defenses. Charm Person isn't effective at higher levels because your targets are generally more experienced with resisting magicks, more set in their ways, better at dodging things, et cetera.
All of this is represented by... higher save bonuses. Not by lower save DCs. By the same token, a high level wizard has more experience overcoming magical resistances, has more magic power to put behind his spells, is better at targeting things et cetera.
Charm Person is lower level than Dominate Person because the effects of Charm < the effects of Dominate.
A big chunk of that is from the save reduction. If the save isn't reduced, at 13th level, that Empowered Fireball (5th level slot) is more effective than that Delayed Blast Fireball (10d6*1.5 for the Empowered Fireball, average of about 52 damage; 13d6 for the Delayed Blast Fireball, average of about 45.5 damage) ... and you can cast more of the Empowered Fireballs (they're 5th level slots, vs. the 7th level slot for the Delayed Blast Fireball). With the save for half put back in, the average damage of the two gets a lot better for DBF - because targets are a lot less likely to save. Take that away, and the EF is a lot better than the DBF for just about any case except where you're specifically using the delay on the DBF. Oh yeah - and the Empowered Fireball has been doing that much damage since 10th level. With the same save DC, the DBF doesn't become better than the Empowered Fireball until 15th or 16th, when the DBF's higher damage die cap overwhelms the bonus from Empower Spell on the Fireball.
Granted, direct-damage evocations aren't optimal - but they're useful when trying to illustrate a point, as they're very easy to use for mathematical comparisons.
I have pondered the metamagic thing overnight, and then found your example here this morning.
In this example you're ignoring the Delay feature of DBF which, if the Delay Spell metamagic feat is anything to go by, is worth 3 levels all by itself. The delay feature is a key contributer to DBF's higher level, not just the damage.
Lets compare Fireball modified by Empower Spell and Delay Spell (8th-level slot) vs. unmodified Delayed Blast Fireball (7th level slot). Two spells that do (roughly) the same thing. For the former, you've burned two feats and used a higher level spell slot. Not only that, but your 8th level spell has a DC 4 lower than your 7th level one into the bargain.
devil's advocate
Cone of Cold better illustrates your point, I think (unless I am off base) - but then you lose the two-level bump DBF bings. Different range/area and energy type aside, empowered FB trumps CoC in terms of raw average damage at levels 9-14, FTW!
/devil's advocate
However, you've then spent a feat so that your empowered FB averages ~12 more damage than CoC at best (9th level) and ~3 damage at worst (14th level). You've taken a -2 hit to the save DC as well. If saves are made, the extra damage falls to about 6 and 1 respectively.
I know many folks think this feat-slot & DC-hit trade off for that extra 12 (or less) average damage is worth it. Our group, though, generally doesn't.
With the reserve system, you've burned a feat to empower your FB so it does a bit more damage than CoC with no DC hit. Now THAT might be worth burning a feat for. Maybe. YMMV.
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I guess, what I'm getting at, is that you are right - this is a boost to casters (but this I already knew, as stated in my OP). However it is a boost in terms of how many of their daily spells are useful at a given time, not in terms of the raw power they can put down at the game table in a single round - with either save-or-suck or raw damage spells. I.e. it drags up the bottom without pushing up the top. Mostly, anyway.
In other words, Magical Trevor the 15th level wizard may average higher damage with his fireball by virtue of a potentially higher save DC. He may also nauseate more baddies with his stinking cloud (more than 0, that is). But neither of these effects is more powerful than effects he can achieve with Horrid Wilting or Irresistable Dance (infact, they are generally less powerful for the same reason that charm < dominate). And he can't use any more of them per round, either. He can just do it for longer (i.e. more encounters).
Outcomes so far...
1. This means most of the Magical Trevor's actions are meaningful and powerful. Given this was mostly the case anyway due to the nova/rest thing, no problem here.
2. This means more encounters between rests. Good, first design goal achieved.
3. This encourages Magical Trevor to start with his Charms and Colour Sprays before moving up to his Domnates and Scintillating Patterns. Good, second design goal achived.
Unresolved issue so far...
1. It does require more thinking about lower level slots not all being turned over to buffs... buffs are an important part of play, afterall.
2. Maybe I haven't finished considering the metamagic thing yet...
Other issue that are indirectly related (i.e. they apply to some extent no matter which DC formula you use).
1. Save-or-sucks need a good ol' fashioned nerfing.
2. Caster vs. Non-caster relative power levels need addressing.
Thanks for all of the feedback... it really is helpful even in instances where
I disagree, because it forces me to think about it.
-- Mon