Mystic Theurge PrC - They've got to be kidding!

Tzarevitch said:
I also disagree that 3 levels less of spellcasting is suitable balance. A three-level difference is TRIVIAL at higher levels and the mystic theurge can still get 9th level spells in BOTH classes before hitting epic spells.

No it can't, unless your DM is dumb enough to allow a +1 spellcasting progression PrC to increase "mystic theurge" (i.e. wizard AND cleric) levels.

Once you hit Wiz3/Clr3/MT 10, you can choose either to increase wizard levels or cleric levels, not both. So the best you do is Wiz5/Clr5/MT 10, for 8th-level wizard spells and 8th-level cleric spells, or Wiz7/Clr3/MT 10, for 9th-level wizard spells and 8th-level wizard spells.

That said, I think this class might be too good because buffing and utility spells rock in 3e. If many or all of these spells have been toned down in 3.5, the MT may be only as bad as the 2e multiclassed cleric/wizard; i.e. somewhere between balanced and slightly overpowered.
 

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It's an interesting approach- there's a wizard/sorcerer in my campaign who could benefit from something along these lines, that's for sure.
 


Uh, noone has addressed my point on the limitations of buffs. Given that mulitple uses of the same buffs rarely stack and that other party members are likely only to make use of certain buffs (bull's strength for fighters, cat's grace for rogues for instance) and limitations on time, how would this great quantity of bluff's have any real effect within a duration of time that includes 4 fights of equal ecl, as is standard? How are single class characters currently lacking in bluffs? Alot of very little adds up to a small advantage at best. The utility of buff spells is simply very small....

Sorry, but a Wizard's utility at higher levels is loaded towards the higher level spells....
 

Re: Re: Re: Re: Mystic Theurge PrC - They've got to be kidding!

Storm Raven said:


Well, you can disagree all you like, but that doesn't change the fact that the "standard boilerplate PrC spellcasting text" explicitly contradicts your notion of what is given by the ability.

Not when I write it.
 

jasamcarl said:
Uh, noone has addressed my point on the limitations of buffs. Given that mulitple uses of the same buffs rarely stack and that other party members are likely only to make use of certain buffs (bull's strength for fighters, cat's grace for rogues for instance) and limitations on time, how would this great quantity of bluff's have any real effect within a duration of time that includes 4 fights of equal ecl, as is standard? How are single class characters currently lacking in bluffs? Alot of very little adds up to a small advantage at best. The utility of buff spells is simply very small....

Sorry, but a Wizard's utility at higher levels is loaded towards the higher level spells....

Just as a small sidetrack, if all your fighter is getting from the spellcasters in the party is a single bulls strength, he needs to join the fighters union and get them to give him some more buffs! Endurance, for a start.

Back to the Theurge - I'm wondering if my DM would allow it now, since he's just houseruled the most common buffs (BS, CG, Endurance, MVestement, GMW) to 10mins/level instead of 1/hour level. That would further weaken this class.

Personally, i wouldn't want to play it, since I like BOOM! spellcasters, but in the hands of a very intelligent player who can really combine the less used spells this class would seriously prod buttock.
 

rounser said:

[SARCASM]Why give it a name at all? Why not call it Core Prestige Class Number 4? After all, only crunch (TM) matters.[/SARCASM]

His argument is specious anyway - you don't need notes in a core book on how a class or race fits into anywhere but D&D's implied setting. It doesn't have to be rocket science - an archetype as simple as a single word like "assassin" or "swashbuckler" is enough.

Mystic Theurge lacks even that.

Except, of course, that that is not what I'm arguing against. The MyT has a short description. Others' complaints of "lack of a description" must mean either "it is the wrong description" or "it is not enough description".

I'm arguing that any further description (a) would be more than what is needed in what is supposed to be a _rule_ book and not a _role_ book; (b) would be more than what other DMG-prestige classes are currently afforded, when they are apparently acceptable to the anti-MyT brigade; and (c) would unnecessarily tie the class to a particular role, when this is the sort of class, like the Duelist or the Blackguard, that can fill multiple roles.

"Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight. [...] Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda."

That seems to be at least as much of "an archetype" as assassin or swashbuckler, even if it isn't rocket science. It's "Indiana Jones, but with magic." It covers the general motivation for the class (lust for magical power), a possible motivation for adventuring (surprisingly enough, lust for magical power), and the possible connection to a church, while still leaving open the possibility of MyT's based on druids or other non-deity-following divine casters. It also implies, by omission, that MyT's aren't expected to be the sort of prestige class that represents a specific organization (such as the "guild" and "cabal" mentioned generically in the description of the assassin and loremaster).

Compare that to what's in the DMG already. Dwarven Defender? "Works for a dwarven authority, tough in defensive battle, is usually a dwarven soldier, might go adventuring for some reason he chooses not to state." OK, a dwarven soldier with no reason to adventure. That's downright helpful. Blackguard? "He's Evil. He does Evil stuff. Might have an evil army, might work for someone else evil, might act as an assassin, might just kick butt for fun." OK, he's evil, and he either works for someone or he doesn't. That's also helpful. Loremaster? "Wants knowledge. Might be part of a secret cabal of people who want knowledge. Might attach themselves to a university or library, where they can get knowledge. Makes money through research. Spends that money on more research." So, they like knowledge, I guess. This actually is helpful, but it doesn't really say anything that isn't implied by the name of the class.

None of these "descriptions" says more than the MyT's description, when you think about it. They're even less useful in role-playing terms (except the Loremaster, who's almost word-for-word equivalent to the MyT, replacing "knowledge" for "magic"). But, apparently, these classes are nicely flavorful, while the MyT is just a power-gamer's toy.

Further, consider the wide-open nature of the MyT class. Yes, the obvious choice is "servant of the god of magic". In that case, requirements of a priest's blessing or a contemplative retreat are warranted, and are the sort of thing that I would add to the class as a DM, if I wanted it in that particular role. But I see this class as more of a "toolkit" than a "specific role". He's the cleric of the dragon god who apprentices to a true dragon to learn of their sorcerous heritage, seeking the root of all magic. He's the evil druid who learns wizardly magic to pervert nature to his will, creating horrid monsters and bringing extraplanar evil to the land, warping it into his own image of what "nature" should be. He's the low-charisma priest who chooses wizardly evocation spells to deal with the undead he cannot affect through his own weak channeling. He's the priest of a Cthuloid entity of secrets and mysteries, blending wizardly enchantment and illusion into his clerical repertoire. The ancient lich learning clerical magic to perfect his mastery over the undead. The bard-priest of the god of joy and song. Et cetera et cetera. With a field as wide open as this, why give anyone the impression that the class is artificially limited by assigning it a specific role in print? I much prefer the blank-slate nature of the class.

A short litany of possible roles like these could help, I guess, but then all classes should get such a list, and arguing against the MyT specifically makes no sense to me. If that is the argument, it is a valid one. De gustibus non disputandum est. But I'd still rather have 10 blank slates than 9 slates with lists of ideas that I would need to flesh out on my own anyway. (At least in a core book; in something like the splatbooks or a setting-specific book, I would present the opposite opinion.)

Admittedly, I do see the argument that "this should have been done by fixing multiclass rules and not by making a PrC band-aid." But, I'm also the practical engineering type who doesn't necessarily want to re-invent the wheel for each corner of the wagon. The PrC rules work (in my opinion, of course) for this case, and they cover a number of archetypes in the process. Where others see a perversion of the PrC concept, I see a neat hack. :) I'd rather not see a cumbersome fix to the multiclass rules to patch one bug, or a separate true-necromancer-style PrC for each possible two-caster role.

Hopefully this argument is clearer than my last one, and won't need to be attacked with the dreaded sarcasm tag. :D
 

"Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight. [...] Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda."
Okay, I revise my critique of the Mystic Theurge's "archetype"; it's pissweak. Nothing distinguishes it - it's utterly forgettable, unimaginative and arbitrary, and therefore most importantly not really an archetype at all. Archetypes are strong, or they're nothing.

To borrow from a real archetype, most any wizard worth his or her salt is obsessed with magical lore. As for your other examples, at least Dwarven Defender builds naturally on what we already know of dwarves, and the Loremaster draws on the archetype of a magical professor or librarian. They're strong archetypes, with basis in pulp fantasy ideas.

The Mystic Theurge's "archetype" is about as much an "archetype" as inventing a fighter who is obsessed with weapons...and the "mystic theurges who worship a deity use the power of their spellcasting to further the deity's agenda" is pathetic. Any divine caster does that.

Classes like this water down D&D's implied setting into flavorless goop, and it's a part of the game that too many people will fail to understand the importance of until it's gone.
 
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rounser said:

To borrow from a real archetype, most any wizard worth his or her salt is obsessed with magical lore.

But plain wizards only like arcane lore. This one likes both arcane and divine lore. ;)


As for your other examples, at least Dwarven Defender builds naturally on what we already know of dwarves, and the Loremaster draws on the archetype of a magical professor or librarian. They're strong archetypes, with basis in pulp fantasy ideas.

It does not "build naturally" on what we know about dwarves, it re-states what we know about dwarves. They have soldiers, their defensive soldiers are good defensively, and they are gruff and taciturn. If the MyT has no flavor because it merely restates the flavor of the wizard, then the DD has no flavor because it merely restates the flavor of the dwarven race. Nor do any other PrC's in the DMG grant any new flavor, save the Shadowdancer, who is actually something new.


The Mystic Theurge's "archetype" is about as much an "archetype" as inventing a fighter who is obsessed with weapons...and the "mystic theurges who worship a deity use the power of their spellcasting to further the deity's agenda" is pathetic. Any divine caster does that.

So the MyT is everything an arcane caster is, plus everything a divine caster is. OK. Except that he is only obsessed with spells, and doesn't cultivate the other powers of the base archetypes (familiars, energy channeling.)

What is a swashbuckler? A fighter who's obsessed with a certain set of particular weapons and one particular fighting style, and doesn't cultivate the other powers of the base fighter archetype (the use of armor, heavy weapons, shields, and archery).

What is an Assassin? A rogue who's obsessed with stealth and murder, and not the other powers of the base archetype. (skills out the wazoo to keep a balanced view of sneaking, thievery, spying, and brash confidence games.)


Classes like this water down D&D's implied setting into flavorless goop, and it's a part of the game that too many people will fail to understand the importance of until it's gone.

Again, I fail to see why this argument is leveled against the MyT specifically, when it strikes true against so many prestige classes. Why is the MyT "flavorless goop" when the swashbuckler and assassin and loremaster are mighty paragons of flavor? Does playing an archetype to the point of playing a stereotype truly grant flavor to the game? I state that for every tightly-defined and stereotyped class like the Monk or Paladin, there should be wide-open and diverse classes like the Theurge. Both have their place in the game.

I guess, where you see "flavorless goop", I see "modelling clay". I can form this "flavorless goop" into all sorts of interesting and, dare I say, flavorful, archetypes. :)

If this means we just agree to disagree, that's fine too. D&D can't be everything to everybody.
 

I guess, where you see "flavorless goop", I see "modelling clay". I can form this "flavorless goop" into all sorts of interesting and, dare I say, flavorful, archetypes.
All I'll say is that with these words you trivialise all the spackfiller which D&D provides to fill the gaps in your world that you can't be bothered to create yourself, from demi-humans to magic to monsters to dungeons to classes...the implied setting which I think is one of the primary keys to the game's success.

The idea of a "wizard" is shorthand which you take for granted - it's part of what makes D&D so runnable, so much is captured in that class archetype that doesn't have to be explained. Mystic Theurge fails this test, and is an extension of the 3E design principle of "meet design need first, attempt to tack on cool concept afterwards" that we also saw in the Monster Manual, leading to a bunch of poor quality concepts like the yrthak.

This style of design (see design need, busk the flavour) just dilutes the presence of real archetypes and cool monsters in the game, and D&D as a whole suffers for having such gamist glut introduced into the implied setting.
 

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