Grognard said:Take a closer look at Magic Circle against Evil before you just write it off. Yes, the bonuses to saves et al are useless compared to the items the character is wearing. However, the ability to ignore mind-affecting spells is FAR from useless at high levels. In fact, it's really sort of imperative that you put one on each fighter in the party - they need all the help they can get against "save or stop" WILL save spells like Dominate Person.
We do still use spells such as Magic circle against X and Protection from X for just such occasions. Same reason we keep a few Lesser Restorations memorized. You never know when you will need such spells. Our clerics recently had their wisdom drained to th epoint where they couldn't even cast a level 4 spells. Only one of the clerics could cast Lesser Restoration and yet did not have the spell memorized. We won't make that mistake again.
This can work both ways. We've found that if there are more targets around for the monsters to beat on it reduces the damage in two ways. First, the extra targets mean that fewer PCs get singled out for massive damage. Second, with more bodies in melee you reduce the mobility of the monsters and cut down on flanking and isolation tactics.
In our group, only the melees (fighter, paladin and barbarian) have the armor class and hit points to stand up to what we fight for any length of time. Rogues get smashed faster than the fighter and require even more healing if they take on an enemy by themselves. We really don't want to risk the cleric going down. If the cleric goes down usually the whole party is going to end up dead. That is why we have three clerics: 1 multiclass fighter/cleric, a straight cleric, and a cohort cleric. We really needed the help.
Maybe it's our group that's different, but we've been running the same core characters since 3.0 came out and the clerics get to do lots of stuff besides healing. They throw offensive spells (Fire Storm is a favorite at our current level), fight in melee AND heal. While the offensive spells have gotten bigger, their basic role hasn't changed from the point where clerics GET offensive magic (Flame Strike is the first real one).
The thing that really makes this possible is having enough ranks in Concentration to be able to cast defensively. Once you get over that hurdle you can stand in front of the bad guy and fight, heal the fighter standing next to you without having to move, throw out a Hold Person, Bane or Bestow Curse and not take the AoO, and so on.
Mark.
Probably a difference in DMing styles. Our DM really pulls no punches and throws incredibly tough encounters at us. We do, or did, have a horde of characters, so I can't blame him.