Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Mystic Theurge PrC - They've got to be kidding!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Sigil" data-source="post: 817934" data-attributes="member: 2013"><p><strong>In support of "overpowered..."</strong></p><p></p><p>Just for fun, I did an empirical comparison of raw spell power based on the best metric I can think of... anticipated damage dice from spells.</p><p></p><p>IIRC from the DMG and the Conversion Guide, that the following can be used to gauge the maximum damage a spell does:</p><p></p><p>WIZARD SPELLS</p><p>0th-level spell - 1 die of damage to an individual</p><p>1st-level spell - 5 dice of damage to a group</p><p>2nd-level spell - 10 dice of damage to an individual</p><p>3rd-level spell - 10 dice of damage to a group</p><p>4th-level spell - 15 dice of damage to an individual</p><p>5th-level spell - 15 dice of damage to a group</p><p>6th-level spell - 20 dice of damage to an individual</p><p>7th-level spell - 20 dice of damage to a group</p><p>8th-level spell - 25 dice of damage to an individual</p><p>9th-level spell - 25 dice of damage to a group</p><p></p><p>CLERIC SPELLS:</p><p>0th-level spell - no damage</p><p>Otherwise treat as Wizard spell one level lower.</p><p></p><p>That seems to make it pretty easy and straightforward to convert "spell slots" into "expected damage" split into two categories - individuals and groups.</p><p></p><p>For the moment, let's drop bonus spells due to high stats.</p><p></p><p>At 16th level, a cleric has a spell slot array that looks like this:</p><p>6/6/6/6/5/4/4/3 (lumping domains spells in with regular spells). We'll ignore the fact that some domain spells are, in essence, wizard spells (and hence have a higher damage cap) for sake of simplicity.</p><p></p><p>At 16th level, a wizard has the following array: 4/4/4/4/4/4/3/3/2</p><p></p><p>The Wiz3/Clr3/Mystic Theurgist10 has a clerical array of:</p><p>6/6/6/5/5/4/3/2 and a wizard array of 4/4/4/4/4/3/2/1</p><p></p><p>Now, let's convert this to potential damage dice (and I did cap the straight wizard and clerics' at 16 for levels with a max of 20 or 25 and at 13 for the Theurgist). Now, we can compare:</p><p></p><p><strong>Cleric 16</strong></p><p>Total potential damage dice to individuals: 205 dice</p><p>Total potential damage dice to groups: 188 dice</p><p></p><p><strong>Wizard 16</strong></p><p>Total potential damage dice to individuals: 184 dice</p><p>Total potential damage dice to groups: 168 dice</p><p></p><p><strong>Clr 3/Wiz 3/Mystic Theurgist 10</strong></p><p>Total potential damage dice to individuals: 256 dice</p><p>Total potential damage dice to groups: 231 dice</p><p></p><p>What's the first thing we notice? Well, first off, we notice that the cleric, with his larger number of spells, is a better "blaster" than a wizard (a surprising find to some, perhaps).</p><p></p><p>We also notice that the Mystic Theurgist has more raw firepower than EITHER the Cleric or the Wizard... yes, it takes him longer to "empty his holster" but he's got significantly more total punch in his holster.</p><p></p><p>Mystic Theurgist has</p><p>125% the blast power of a Cleric vs individuals</p><p>140% the blast power of a Wizard vs individuals</p><p>123% the blast power of a Cleric vs groups</p><p>138% the blast power of a Wizard vs groups</p><p></p><p>Conclusion:</p><p></p><p>Because the Mystic Theurgist has 20-40% more "blast power" than a straight Cleric or Wizard of the equivalent level, the Mystic Theurgist is overpowered.</p><p></p><p>DON'T think of it as, "max spell level is one lower than a straight class" - think of it as raw blast power... I think that's a better measuring stick anyway. YMMV.</p><p></p><p>What is the cost of this blast power? In the case of the Wizard, the cost is 3 Bonus Feats. Think a Wizard would give up his 3 Feats for 40% more spells? I do (that would give the wizard 5 or 6 spell slots per level instead of 4). Think a Cleric would give up boosting his Turning Ability for more 20% spells? (giving him 7 or 8 spells per level) especially considering that with the HD and Turn Resistance of most CR 16 undead, a Clr 16 has no prayer of affecting them anyway? Yeah, me too.</p><p></p><p>I won't call the Mystic Theurgist totally, outrageously broken - but it *IS* overpowered, make no mistake about it... sophistry about "lower highest level spell slot" notwithstanding.</p><p></p><p>I think I would "tweak" it to have a 3/4 spell progression chart... kind of like BAB.</p><p></p><p>1st level -> No spell progression</p><p>2nd-4th levels -> +1 level in both arcane and divine classes</p><p>5th level -> No spell progression</p><p>6th-8th levels -> +1 level in both classes</p><p>9th level -> No spell progression</p><p>10th level -> +1 level in both classes.</p><p></p><p>This brings the "total blast power" back in line with that of a single-classed character... though it is probably less attractive now since the 14th-level character looks like a 9th/9th caster and thus the disparity in spell slots winds up being two levels (the 9th/9th is only throwing 5th level spells, while the 14th is throwing 7th-level spells).</p><p></p><p>--The Sigil</p></blockquote><p></p>
[QUOTE="The Sigil, post: 817934, member: 2013"] [b]In support of "overpowered..."[/b] Just for fun, I did an empirical comparison of raw spell power based on the best metric I can think of... anticipated damage dice from spells. IIRC from the DMG and the Conversion Guide, that the following can be used to gauge the maximum damage a spell does: WIZARD SPELLS 0th-level spell - 1 die of damage to an individual 1st-level spell - 5 dice of damage to a group 2nd-level spell - 10 dice of damage to an individual 3rd-level spell - 10 dice of damage to a group 4th-level spell - 15 dice of damage to an individual 5th-level spell - 15 dice of damage to a group 6th-level spell - 20 dice of damage to an individual 7th-level spell - 20 dice of damage to a group 8th-level spell - 25 dice of damage to an individual 9th-level spell - 25 dice of damage to a group CLERIC SPELLS: 0th-level spell - no damage Otherwise treat as Wizard spell one level lower. That seems to make it pretty easy and straightforward to convert "spell slots" into "expected damage" split into two categories - individuals and groups. For the moment, let's drop bonus spells due to high stats. At 16th level, a cleric has a spell slot array that looks like this: 6/6/6/6/5/4/4/3 (lumping domains spells in with regular spells). We'll ignore the fact that some domain spells are, in essence, wizard spells (and hence have a higher damage cap) for sake of simplicity. At 16th level, a wizard has the following array: 4/4/4/4/4/4/3/3/2 The Wiz3/Clr3/Mystic Theurgist10 has a clerical array of: 6/6/6/5/5/4/3/2 and a wizard array of 4/4/4/4/4/3/2/1 Now, let's convert this to potential damage dice (and I did cap the straight wizard and clerics' at 16 for levels with a max of 20 or 25 and at 13 for the Theurgist). Now, we can compare: [b]Cleric 16[/b] Total potential damage dice to individuals: 205 dice Total potential damage dice to groups: 188 dice [b]Wizard 16[/b] Total potential damage dice to individuals: 184 dice Total potential damage dice to groups: 168 dice [b]Clr 3/Wiz 3/Mystic Theurgist 10[/b] Total potential damage dice to individuals: 256 dice Total potential damage dice to groups: 231 dice What's the first thing we notice? Well, first off, we notice that the cleric, with his larger number of spells, is a better "blaster" than a wizard (a surprising find to some, perhaps). We also notice that the Mystic Theurgist has more raw firepower than EITHER the Cleric or the Wizard... yes, it takes him longer to "empty his holster" but he's got significantly more total punch in his holster. Mystic Theurgist has 125% the blast power of a Cleric vs individuals 140% the blast power of a Wizard vs individuals 123% the blast power of a Cleric vs groups 138% the blast power of a Wizard vs groups Conclusion: Because the Mystic Theurgist has 20-40% more "blast power" than a straight Cleric or Wizard of the equivalent level, the Mystic Theurgist is overpowered. DON'T think of it as, "max spell level is one lower than a straight class" - think of it as raw blast power... I think that's a better measuring stick anyway. YMMV. What is the cost of this blast power? In the case of the Wizard, the cost is 3 Bonus Feats. Think a Wizard would give up his 3 Feats for 40% more spells? I do (that would give the wizard 5 or 6 spell slots per level instead of 4). Think a Cleric would give up boosting his Turning Ability for more 20% spells? (giving him 7 or 8 spells per level) especially considering that with the HD and Turn Resistance of most CR 16 undead, a Clr 16 has no prayer of affecting them anyway? Yeah, me too. I won't call the Mystic Theurgist totally, outrageously broken - but it *IS* overpowered, make no mistake about it... sophistry about "lower highest level spell slot" notwithstanding. I think I would "tweak" it to have a 3/4 spell progression chart... kind of like BAB. 1st level -> No spell progression 2nd-4th levels -> +1 level in both arcane and divine classes 5th level -> No spell progression 6th-8th levels -> +1 level in both classes 9th level -> No spell progression 10th level -> +1 level in both classes. This brings the "total blast power" back in line with that of a single-classed character... though it is probably less attractive now since the 14th-level character looks like a 9th/9th caster and thus the disparity in spell slots winds up being two levels (the 9th/9th is only throwing 5th level spells, while the 14th is throwing 7th-level spells). --The Sigil [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mystic Theurge PrC - They've got to be kidding!
Top