green slime said:
Bendris, did you happen to see the note posted by EN:
Yes, I did. Obviously, some one else didn't.
Rolling your eyes and belittling others doesn't strengthen your arguments any at all.
I didn't belittle him. I simply indicated that his "knee jerk" comment carried no weight with me, mostly because I'm tired of hearing someone throw out the "knee jerk" comment whenever something new gets criticized. It's belittling the person making the critique.
That you agree with him and not me has obviously effected
your judgement in the matter.
Michael Tree said:
There is a significant difference between the way spellcasting worked in 2e and the way it works in 3e though, which you seem to be downplaying. Caster level didn't have much of an effect in 2e beyond duration and dice of damage, while in 3e it affects spell penetration, indirectly affects saving throws (since MTs spells are generally lower level), and dispelling is much more common and useful.
All of the above can be tweaked by Feat selection and Magic Items. In addition, this class also gains another boost: Lots of spells to Counterspell with while still having spells to cast directly.
In 2e, cleric/wizards also had the better combat abilities of clerics, better hit points than wizards, and the ability to turn undead.
THAC0, true. Hit points were moderately better (averaged d6). The lower Turning ability can be bypassed via Divine Feats, which add power to the class rather than leaving it stuck with lower Turning capability.
In addition, multiclass spellcasters in 2e were usually only a single level behind their single classed counterparts, while MTs are at least 3 levels behind.
This is simply reflective of a complaint about this class already made: It's underpowered early and overpowered later. The shallow hole becomes a mountain given enough levels. That
most games end between 12-15th Level doesn't come into this. A game going beyond this (and mine do) will have issues with this class.
In any given round, a MTs spells do less damage,
True, but tweakable with Feats.
are easier to save against,
Not entirely true. Saves are based on Spell Level, not Caster Level, so what the class has is less spells with Higher saves (behind by
only 1 or 2 points). Spell Focus, Greater Spell Focus, and magic items easily change that.
True, but tweakable.
and have a much greater chance of bouncing off targets who have SR.
True, but again tweakable.
In addition, the above list falls into the issue I've indicated previously about the shallow hole that
naturally gets shallower with every level. Eventually, that difference becomes insignificant.
Sure they can cast for more rounds than a single-classed character, but they're sacrificing hitting power for endurance. Even if they focus on casting buffs, that's balanced by the ease of dispelling their buffs.
Which they then turn around and rebuff thanks to their additional spell slots.