Fanaelialae
Legend
There's an impact from using different baselines: you're measuring relative to a Cleric 11/Wizard 9, and I'm measuring relative to a Wizard 20 or Cleric 1/Wizard 19. Again, an aesthetic judgment as to which one seems more plausible/common/archetypical and worth supporting. I find Cleric 11/Wizard 9 very uncool and don't care at all if it becomes irrelevant as long as Wizard 20 is still viable; you apparently find it cool enough that you want to keep it in your game even if that makes Wizard 20 relatively stronger than any multiclass split. (And there is nothing you can do to make Cleric 11/Wizard 9 as good a Wizard 20.)
I still use the Wizard 20 as my baseline. However, I want to also make certain that I don't invalidate other possible builds (such as Cl 11 / Wiz 9). Obviously they won't be perfectly balanced against each other, but I do want to make sure that they're all valid choices. Essentially, I want them to all be in the same ballpark. Since some of my players would best be described as casual, it's important to me that I avoid introducing trap choices.
Bearing that difference in mind...
There's a pretty huge difference between 4/3/3/3/2/1/1/1/0 + 4/3/3/3/2/1/1/1/0 and 8/6/6/6/4/2/2/2/0. Lumping the spell slots from both classes together would let the Cl 15 / Wiz 15 spend his cleric slots on wizard spells like Maze and Feeblemind. Getting to cast Maze x2 probably still isn't as good as getting to cast Shapechange x1 (there's a pretty huge jump in power at 9th level spells), but it's a lot better than only getting to cast Maze x1 is and having to take the Cleric 8 spell from a completely different list (of which Holy Aura and Antimagic Field are probably the best options) with a different set of spells-prepared pressures on it.
Lumping the spells together is sort of like allowing spell slots to be shuffled between PCs, which is obviously more powerful for a party than having everyone cast only their own spells.
You could build a Sor/Wiz who does effectively have his slots lumped together. Just take the same spells from both classes. Obviously you won't want to do this for ALL of your spells, but it would be well worth it for the good ones (such as Shield and Polymorph). That's what I would do. An EK/Sor/Wiz would basically never have to worry about running out of Shield spells. Bard is also a good option for this sort of thing, since Magical Secrets allows them to cherry pick spells off of other spell lists.
Precisely. Not only is 94 + 94 less efficient than 188, but it's also 94 from a more limited spell list with no 9th level spells, and fewer synergies. (E.g. if you're an Evoker 15, 94 of those spell points do not benefit in any way from your Empowered Evocations, and the 94 points that DO benefit are the same spell points that are competing with your Walls of Force.) Trust me when I say my powergamer instincts don't jump for joy at the thought of having 94 + 94 spell points but no access to 9th level spells. They do kind of jump for joy at the thought of having an extra feat though, and being 90% of the way there towards having three extra feats, particularly if I were playing a SAD combination like Sorcerer/Warlock.
94 + 94 is less beneficial than 188, but only to an extent (as I discussed above, you can make it effectively 188 for any spells where you double up on your spell selection).
You mentioned in your previous post that you like the idea of sorcery and wizardry being fundamentally different, but if I were a player in your game I would wonder why a 5e-multiclass Sor/Wiz can apply metamagic to a spell prepared from a spellbook, while an AD&D-multiclass can't.
Sure. I think we all understand the effects of our various choices, and the reason we went down different roads. Both of us have nerfed the combination that our own respective powergamer instincts tell us is exciting and a bit too powerful; we've left alone the combinations that seem kind of meh.
I wouldn't put it that way, but fair enough.
EDIT:
I also don't think a lack of synergy prevents power gaming, insomuch as it makes certain combos less interesting/appealing. For example, I could make a Druid / Necro (there's an interesting backstory!) in your game. He'd be the ultimate master of minions. He could use all of his wiz slots (3rd level+) to create undead and use his druid slots (3rd level+) to Conjure Animals. If he goes Moon Druid (and why not) he's darn difficult to kill even if you can somehow reach him. A one PC army.
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