Samhaine said:
I don't think it's totally twinkish, I just think that it has two major issues compared to other prestige classes:
1) No real downside/investment: Most prestige classes have enough feat or skill investments that you're giving something up to take them, or the lack of bonus abilities makes it a hard choice if your main class would get cool abilities later. Cleric just gets extra turning and Wizard a couple of extra item feats. You're behind by 3 levels on spell advancement, but that's made up for by the sheer number of spells that you get and you'll still get 9th level spells at level 20. There's no real barrier to entry and no real downside to taking the class.
You are 3 spell levels behind in both casting classes, you still suffer arcane spell failure so you'll probably have to give up your heavy armor (loss from the cleric), you give up the good fort saves of the cleric, you get d4 hit dice (as opposed to the d8 hit die for cleric), and you can't get 9th level spells in both classes by level 20. (Wiz 5/Cleric 5/Mystic Theurge 10 = 15th level Wizard Caster and 15th level Cleric caster, which means 8th level spells in both.). And the lack of 3rd level spells provides a sufficient barrier to entry, as it will be difficult for the character to survive long enough to get into the Prestige Class. Also, unless you invest two feats into Practiced Spellcaster (arcane) and Practicec Spellcaster (divine), you can pretty much forget about penetrating spell resistance.
Samhaine said:
2) No flavor: Other prestige classes get nifty abilities that are not available through other means. Other prestige classes have backstory that can be somewhat determined just by the array of abilities that they get. Mystic Theurge just gets lots of spells. It's obviously just a system patch for the suckiness of trying to multiclass between two spellcasting classes. There's nothing really *neat* about it other than the dubious benefit of having a ton of spells.
This looks to me like the opportunity for the player to create flavor. Flavor shouldn't have game mechanics IMO.
Samhaine said:
Obviously the consensus here is that the loss of spell levels is more of a downside than I propose. However, the situations that the party has been in throughout the last three levels (and my style of DMing in general) have been ones where utility spells and buffs, I feel, would be at least as useful as a couple more levels of oomph.
So if the situations the party has been in throughout the last three levels were instead combat encounters with the enemies grouped nicely together and the wizard killed them all with nicely placed fireballs, would that make the wizard overpowered? Your line of reasoning seems to indicate yes.
Samhaine said:
There is usually plenty of time to prepare for challenges and we're still using a lot of stuff from 3.0 including the longer durations on the low-level buffs and the more advantageous version of Haste. Essentially, for a slight decrease in divine spell effectiveness the group would have an entire wizard's spell slots worth of buffs and utility spells (which makes armor not prohibitive).
Ah, so the problem isn't that Mystic Theurge is overpowered, it's that your house rules and gming style make it seem that way.
Honestly, even with the increased buff durations Mystic Theurge isn't as nice as a single classed caster.
You mention that armor won't be prohibitive for buffs (and if you are using the longer durations, I agree), but what, exactly, is your Mystic Theurge doing during combat? Beating the enemy mightily with his Wizardly base attack bonus? Soaking up the hits with his mighty d4 hit dice? Dropping his foes with divine magic (provided said foes don't have magic resistance)?
I know it seems I'm picking on you, and rest assured that I'm not, but if your only real complaint is that he can cast a bunch of buffs to make the party more effective in combat, do you also outlaw the Bard?