DonAdam
Explorer
I have built a few, but never playtested one (and I'm sure as hell not taking that risk with my long-term campaign).
My campaign rarely uses monsters, so SR is not an issue. Planning is prevalent (my party prefers to plan and go against challenges that would wipe them out without careful planning) so the issue of only being able to cast 1 spell/round is also moot.
In a standard, kick down the door game you guys are probably right. If someone tried to kick down the door in my group, the rest of the party would be less than likely to follow him, and would let him perish on his own.
We've got a monk/wizard in the party. Classic case of what most people would call underpowered. Because the party plays carefully, he is very, very effective. In fact, he's often more effective than the single class monks I've seen (unless he's caught with his pants down).
When it comes to planning-heavy parties, versatility matters more than an extra spell level, even with an exponential power curve on spells. The mystic theurge just gives too much of that.
My campaign rarely uses monsters, so SR is not an issue. Planning is prevalent (my party prefers to plan and go against challenges that would wipe them out without careful planning) so the issue of only being able to cast 1 spell/round is also moot.
In a standard, kick down the door game you guys are probably right. If someone tried to kick down the door in my group, the rest of the party would be less than likely to follow him, and would let him perish on his own.
We've got a monk/wizard in the party. Classic case of what most people would call underpowered. Because the party plays carefully, he is very, very effective. In fact, he's often more effective than the single class monks I've seen (unless he's caught with his pants down).
When it comes to planning-heavy parties, versatility matters more than an extra spell level, even with an exponential power curve on spells. The mystic theurge just gives too much of that.