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<blockquote data-quote="Dannyalcatraz" data-source="post: 4423855" data-attributes="member: 19675"><p>and</p><p></p><p></p><p>I don't care about "viability," and I don't think multiclassing needs that kind of fix. What some see as a bug, I see as a feature. If a PC chooses to divide his time between multiple classes, he will- and <strong>should</strong>- miss out on his class' higher-level abilities. Even...no <em>especially </em>top-level spellcasting. Thus to me, the "Theurge" classes seem to be a bit of a cheat, for lack of a better word. To this day, I haven't played one.</p><p></p><p>Those classes also seem unimaginative to me- designed for the purely mechanical reason of appeasing those who dislike what multiclassing does to spellcasters. Coupled with the "Practiced _____________" feats, there is almost no downside to multiclassing a spellcaster.</p><p></p><p>I'm not saying this is "badwrongfun," just that it isn't to my taste. I understand that multiclassing without the Theurge classes could present logistical challenges to both partymates and DMs alike.</p><p></p><p>Still, whose business is it if I wish to play a Wiz8/Clc8? Its <em>my</em> PC, and I'm probably running him that way for a reason. If this is an issue with the other players, the player with the multiclassed PC could find a way to carry his weight more, or find a game with players who don't care what someone else is playing.</p><p></p><p>The Geomancer, OTOH, does things few other PrCls do. It introduces new mechanics- Drift. (I like Drift so much, I use it for my hombrewed Fey hybrids...and it stacks w/Geomancer's Drift.) It changes the PC in ways mere multiclassing cannot. Notably, it also allows the PC to mix his class abilities in ways that are most advantageous to him, like armored spellcasting.</p><p></p><p>Imagine if the "Theurge" classes had been designed that way- the Mystic would ignore ASF for certain spells. The Cerebromancer could use Psi points to power spells. The Eldritch Theurge might be able to deliver certain spells with his blast. And so forth. While denied the pinnacle of power that their solo-classed bretheren achieve, they would instead learn exotic techniques and achieve flexibility that their more focused colleagues would envy.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4423855, member: 19675"] and I don't care about "viability," and I don't think multiclassing needs that kind of fix. What some see as a bug, I see as a feature. If a PC chooses to divide his time between multiple classes, he will- and [B]should[/B]- miss out on his class' higher-level abilities. Even...no [I]especially [/I]top-level spellcasting. Thus to me, the "Theurge" classes seem to be a bit of a cheat, for lack of a better word. To this day, I haven't played one. Those classes also seem unimaginative to me- designed for the purely mechanical reason of appeasing those who dislike what multiclassing does to spellcasters. Coupled with the "Practiced _____________" feats, there is almost no downside to multiclassing a spellcaster. I'm not saying this is "badwrongfun," just that it isn't to my taste. I understand that multiclassing without the Theurge classes could present logistical challenges to both partymates and DMs alike. Still, whose business is it if I wish to play a Wiz8/Clc8? Its [I]my[/I] PC, and I'm probably running him that way for a reason. If this is an issue with the other players, the player with the multiclassed PC could find a way to carry his weight more, or find a game with players who don't care what someone else is playing. The Geomancer, OTOH, does things few other PrCls do. It introduces new mechanics- Drift. (I like Drift so much, I use it for my hombrewed Fey hybrids...and it stacks w/Geomancer's Drift.) It changes the PC in ways mere multiclassing cannot. Notably, it also allows the PC to mix his class abilities in ways that are most advantageous to him, like armored spellcasting. Imagine if the "Theurge" classes had been designed that way- the Mystic would ignore ASF for certain spells. The Cerebromancer could use Psi points to power spells. The Eldritch Theurge might be able to deliver certain spells with his blast. And so forth. While denied the pinnacle of power that their solo-classed bretheren achieve, they would instead learn exotic techniques and achieve flexibility that their more focused colleagues would envy. [/QUOTE]
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