Samhaine said:I'd figured that the most effective spend would be a 3/7/10, honestly, with the 7 being in whatever class he wanted 9th level spells in. But being able to cast 8th level divine and arcane spells is nothing to sneeze at either.
But the problem is that your assumption that buff time is even available immediately skews the comparison. You can't say that a MT would beat anyone else because you require a list of preset conditions. Given a lot of "ifs" even a bard could beat somebody.Goolpsy said:Oh one more thing... "buff time".. well he would just cast his spells so they last for the day etc. = 0 buff time.. other than the 10 min it takes to cast in the morning while the rest of the party is getting up and eating breakfast...
Samhaine said:I believe otherwise. I see the potential for a wizard's worth of spell slots that can be used entirely for buffs and utility, while a normal wizard would balance buffs and utility spells with options to contribute directly to combat. IMC, I believe enough this would cause a problem that I don't want to playtest it for another year and then force the player to respend his character if I determine that, indeed, I was right.
So far? Standing in the back, dropping AoE divine debuffs, healing the party, sometimes getting a hit off, and wearing too much armor to be the prime target of the NPCs that are actually trying to even the odds. Nothing that has happened so far would lead me to believe that being somewhat closer to a Wizard would hinder his normal method of operation. And I forsee being able to round himself out with an array of buffs to be likely to mitigate a lot of the difference between wizard and cleric.
Excellent analysis, Storm Raven.Storm Raven said:Realistically, you don't get that many useful net spells out of the combination.
Infiniti2000 said:Excellent analysis, Storm Raven.![]()
Samhaine said:I don't think I've ever opined otherwise. IMC, I forsee the class causing problems, and I don't think it's cool enough to be worth overcoming them.
I did. He brought it up here. I provided the context for my decision.IcyCool said:So just tell you player that you don't like the class, that you feel it lacks flavor, and because you use a bunch of 3.0 spells (3.0 haste, *shudder*) it seems overpowered to you.
In my current campaign, I believe it is. In your campaign, it's obviously not.But if you want to come here and say that the Mystic Theurge is overpowered, be prepared to defend yourself.![]()
Yeah, and that was my initial response, too. On inspection, it proved not as overpowered as I'd assumed, but still not appropriate for my game. If I had a setting-based rationale for including it, and was running a game where a bunch of utility spells weren't likely to trump raw power, I would seriously consider including it.If you are still interested in a balance discussion about the class, please say so. I do like talking about the class. I was one of those GMs who, when I first saw it, said, "Well, they've gone and ruined the game, what spellcaster in his right mind won't that prestige class?" Now, obviously, I feel differently.![]()
IcyCool said:Edit - Storm Raven's analysis reminded me of yet another drawback to Mystic Theurge. Multiple Ability Dependency. If you want to be able to cast those higher level spells, you need a high Int and Wis.

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