DungeonMaster said:
You see that isn't true dnabre. The MT can select gear that works well for him, specifically. Like for instance the Monk-Belt.
Which works even better for a druid.
Really 3 levels of caster level are worth 45000 GP.
You're going to have to explain this one. Compare a 5th level wizard to an 8th level wizard, spell-wise: one more 1st level spell, one more 2nd level spell, two more third level and two 4th level spells that the 5th level wizard has none of.
The MT makes up for this by gaining the ability to cast cleric spells of these levels. I say it balances out, eventually - around level 12 or so. But, I don't see how that relates to gp values.
The gear, caster level, and stat dependency arguments have been dispelled.
Eh? Multiple Ability Dependancy is still an issue for the MT and not the straight class, unless you are a straight class that has MAD, like the favored soul.
We've been here before, it's 2nd edition demi-human casters all over again. It wasn't balanced then, it isn't balanced now.
Not even close... See, its because of the way the xp tables worked in 2ED. Take a cleric/wizard in 2ED in a party with a wizard and a cleric. Lets look at the xp total of 225,000. This puts the priest character at 9th level, and the wizard at 10th level. This puts the cleric/wizard at 8th/8th. Lower levels are worse, with 40,000 xp the wizard is 6th, the cleric is 6th, and the wizard/cleric is 5th/5th.
See, because xp increased so radically from level to level, even halving your xp between your two classes generally put you 1-2 levels below where a straight classed character of that level would be. When you need 1 million xp for level X and 2 million xp for level X+1, then splitting xp really isn't that bad. That's why multiclassing in 2ED was so powerful, because you weren't far behind at all in terms of raw power.
The MT doesn't have this benefit. He is always behind, and at lower levels much further behind.
Third Wizard in the standard wiz,fig,clr,rog party you don't need a cleric + wizard in the 4 person party. You could have an MT + druid. They win by versatility alone. Or an MT + paladin. Or an MT + monk.
But, the MT still has to choose a roll. Is he the party healer? The artillery? A buffer (<-- this is the roll MTs excel at by the way). You can't do everything at once, so it doesn't really matter if you can cast both arcane and divine spells. To heal, you have to be near melee, which puts the MT at a disadvantage to a cleric in the same roll. He doesn't excel at artillery compared to a wizard because of the lower caster level (for SR) and lower DCs for his spells.
Here's the crux:
He has to choose what he is going to do. Just like a fighter can't be both offensive and defensive at the same time, a MT can't be both a healer and a blaster at the same time.
Now, he can one battle take over healing, and one battle take over artillery, but in both these circumstances he will not be as good at either roll as a straight classed character. This is the balancing factor. He can switch rolls. That is the balancing factor: more versatility fpr less power.
Or you can add more "hybrid" classes to the arena as well. Arcane tricksters, eldricht knights and what have you. As more characters overlap in ability their versatility increases and that is real power.
I do not agree.
It's 2nd edition all over again.
I belive I pointed out why this is incorrect already, so I won't go into it again.
The standard party casts 2 6th level spells fighter and rogue charge into the fray. The hybrid party casts 4 5th level spells or does the same as the standard. They just have that much more versatility.
And, here we run into this again. 4 5th level spells are inferior to 2 6th level spells + fighter and a rogue. Heck, 4 5th level spells are probably inferior to just the 2 6th level spells themselves. You gain nothing by throwing around more low level spells. And note, that the Eldritch Knight won't be casting 5th level spells unless he's more wizard than fighter. Which isn't a good thing for a party.
If the cleric goes down, well the standard party is in a real bind. If the wizard with teleport goes down the standard party is in a real bind. No one cares in the hybrid party, because more than one person can teleport, more than one person can raise the dead, there's arcane hierophants and mystic theurges and arcane tricksters....
That doesn't work, because with a MT you don't even have
teleport when you would with a wizard. Not to mention Eldritch Knights and Arcane Tricksters.