DungeonMaster said:
It does when the single class + cohort can't afford enough gear to adventure properly.
Your math simply doesn't add up, because you don't understand the rules of the game.
This makes no sense. The PC + cohort needs to have 2 sets of gear. Get it? 2. The number 2. It's twice as much as 1. You cannot get more out of less. Ok? If you want your cohort to survive he's going to need things like armor, weapons, cloaks of resistance, luckstones, and so forth. Unless you like raising him a lot. That or your own gear is much weaker.
Or you use your double ability to craft items to make up the difference. Oh wait, that requires you to understand the rules, which you don't.
I find area of effect spells tend to hit large numbers of the party.
Then your party is comprised of pretty dumb people. QED.
That's why AoE spells and effects are actually useful, that's their point. Get it? You use AoE spells because, beleive it or not, you can often manage to hit multiple things with them. Funny that?
Funny, smart players rarely give their opponents the opportunity to do it. So it's not much benefit. Plus, given the way magic items scale, a pair of
cloaks of resistance +3 cost about the same as the same as a single
cloak of resistance +4. Add in the double crafting capability, and the cost of two
cloaks of resistance +4 is actually
less for the single classed caster plus his cohort.
Saying people spread out after being smashed around a bit isn't wrong. Saying that you're never going to get caught by them is. You will. It happens. All the time. Part of the game.
Minor part, and one that does little to diminish the value of a cohort.
Look guy, I don't understand how you're having so many problems with the concept of twice the resource expenditure. You're not getting twice the cash for the same monsters as the lone MT if you're a PC+cohort.
Read the crafting rules sometime. You will find them illuminating.
I don't actually like the 3.5 rules - and I didn't bother to look it up.
In which case you have no business getting into a rules discussion concerning the
rules. That's why your argument sound so stupid, you don't know what you are talking about.
Sounds like someone's having trouble coming up with actual arguments...
If you had an argument concerning the
rules that made sense, there would be a response to it. You don't.
Depends on how far non-core you go and how high level. You can easily use precocious apprentice to make the level gap 1 and the arcane heirophant or other similarly broken and stackable half-half caster PrC.
Except we aren't talking about non-core right now. Plus, if you actually
understood the MT class and the cohort rules, you'd realize how big the caster level gap is.
Take a single classed wizard. He's, say, 11th level, able to cast 6th level spells. He has a cleric cohort, who it turns out
by the rules (see page 106 of the 3.5 DMG) can be no more than 9th level, and thus able to cast 5th level spells.
Now, take your MT. Let's say he went to MT as fast as he could, and is a 3rd level wizard, 3rd level cleric, and 5th level MT. Neat. He is an 8th level caster as a wizard, and an 8th level caster as a cleric, meaning he can cast 4th level spells in each. Not so nifty. He is a lower level caster than his single classed companions cohort.
"
But", the MT schemes, "I'll take leadership too, and get a MT cohort and show my wizard friend who's boss." Not quite. His cohort can be at most 9th level, and thus could be, at most, a 3rd level wizard, 3rd level cleric, 3rd level MT.
His caster level is a measly 6th level. He can cast 3rd level spells.
Putting the cohort three castable spells levels behind the single classed character. Two behind the single classed character's cohort. Not much use when it comes to dealing with CR 11 opponents.
You see. The math makes your "MT cohort strategy" pretty silly.