Yep, and IME, few campaigns just used the elite array as-is. Most Wizards started with a 16+ - and higher if you go outside the PHB. Just looking at one common non-PHB book, Sun Elves from the 3e FR setting have INT bonuses and no EL. (Heck, if you're running FR, you might as well throw the utterly insane Spellcasting Prodigy feat in there, too.)
So we're looking at IME a minimum DC 25 against level 6 spells, and at least a 27 for level 8 spells. And probably a point or two higher. Like I said upthread, it's rock-paper-scissors; just pick the right defense against most creatures.
-O
I believe if you look inside those modules, you'll usually find a line that says something to the effect of "Recommended for 6-8 characters levels X to Y" Particularly in 1e modules.
I'll have to dig out my 3e DMG, but, I'm pretty sure the line is there somewhere that the assumption is 4 PC's, 1 fighter, cleric, wizard and rogue (or variations thereof).
Something I would point out here too. You're saying that you regularly had 6 encounters per day. The standard assumption is 4. That's not exactly breaking limits here.
I think I'll let all the other posts speak to this and others with specific examples.At that level, a dragon is still going to make most of their saves. If you put four CR 12 dragons against four 16th level characters, you will get an "average" encounter. four CR 15 dragons will be a challenging encounter. An adult red dragon is CR 15. It has For +18, Ref +13, Will +17 and SR 21. Assuming they don't heroism on themselves or whatever, it can make DC 27 over half the time for Fort, about a fourth of the time for reflexes, and half the time for Will. A fourth of the time, any given spell will fail to beat their SR. If the four PCs open up with game-ending spells, generally two of them will be out of action after a round. At that point, the party can begin to explore what it's like grappling with a dragon or being breathed on.
That's pretty formidable... especially considering we haven't permitted the dragons to select feats or cast spells.
I think I'll let all the other posts speak to this and others with specific examples.
A high-level foe succeeding vs. a save-or-die/save-or-suck half the time is nevertheless a considerable upgrade from pre-3e.
-O
At that level, a dragon is still going to make most of their saves. If you put four CR 12 dragons against four 16th level characters, you will get an "average" encounter. four CR 15 dragons will be a challenging encounter. An adult red dragon is CR 15. It has For +18, Ref +13, Will +17 and SR 21. Assuming they don't heroism on themselves or whatever, it can make DC 27 over half the time for Fort, about a fourth of the time for reflexes, and half the time for Will. A fourth of the time, any given spell will fail to beat their SR. If the four PCs open up with game-ending spells, generally two of them will be out of action after a round. At that point, the party can begin to explore what it's like grappling with a dragon or being breathed on.
That's pretty formidable... especially considering we haven't permitted the dragons to select feats or cast spells.
So one of my best gaming buddies is a stubborn guy who I have been playing RPGs with for over two decades. I have a great time with him, and would feel like I was missing something if he wasn't involved in my gaming group.
He loves D&D, but is really skeptical about 4E, and says that his main sticking point (other than the fact that he feels it's too much like an MMORPG) is that Wizards and other spellcasters have been 'neutered' by the new system.
I'm just learning the 4E system, and have never seen a character over 3rd Level in play....How can I speak to this, and what arguments could I use to at least get him to give the system a look-see?
The next effect is that it is pretty easy to feel useless when you are the one playing the Fighter and to have your fun ruined because of the "anything you can do, I can do better" effect of the Wizard.
From the DM side, it's also difficult to plan adventures around that kind of power. Unless you absolutely don't care where your adventures head, you're always playing a balancing act of "carefully lead the PCs where you want them to go without letting them realize you are leading them." That is easily destroyed when the PCs have hundreds of abilities at their disposal that you might not even expect. I've seen a game destroyed and a DM get really annoyed simply by a well prepared 2e spellcaster.
That's true, but it doesn't help you while you're shopping for adventures. I checked the one I referenced- it was in the "Notes to the DM" section of the module. FWIW, it was I4- which with I3 & I5 (the Deserts of Desolation series) were designed for 6-8 PCs.
For clarity, my source was the 3.5 MM and DMG.
That's a 50% increase in encounters. Going proportionately the opposite direction would mean 2 combats/day.
Whether that's actually a significant difference or not would require a statistical analysis that, frankly, probably will never be done.
However, my gut instinct tells me that while a 25% increase (here, +1 combat/day) might well be within foreseeable tolerances for the system, winning that additional combat (getting to 6/day) would be a severe stretch for most parties.
While it was not the norm for us to get to 6 combats/day, on those occasions when we got that far (or rarely, even further) between rests, we 1) usually won the encounter, and 2) rarely suffered any significant casualties*.
* Again, we had only 1 death in the entirety of RttToEE...several close calls, yes, but only 1 death. In that group, we haven't experienced more than 2 deaths in any of the last 3 campaigns, and like I said, its the same playstyle over and over.
In the group that went through RttToEE? 1 DM, 7 regular players. There were 2 guys who joined briefly, but only for a few sessions.
Almost no NPCs were included in the party- 1 ally (for 3 combats), mp hirelings, no mounts, no companions, and my PC lost his familiar in the 2nd session. The single-classed Wizard didn't have a familiar, nor did the Rog/Sorc. There were 2 draft horses that were frequent rally points (a la Richard the Sorcerer's battlecry here).
The party was 1 Wizard, 1 Diviner/Ftr/Rgr/Spellsword, 1 Ftr/Clc, 1 Rog/Sorc, 1 Monk, 1 Fighter, 1 Brb/Drd. We finished at level 11. No PC had more than 4 divine casting levels. The Rogue had only 1 or 2 Sorc levels. He was also the single PC who died, but was brought back by an NPC.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.