Storm Raven said:Actually, I didn't, He posed the idea, but here goes/:
Sorry, easy to lost track of these things. I don't think the spell list matters, but it does remove a point of dispute.
Storm Raven said:Leadership can be powerful, but few people have said "ban it". On the other hand, lots of people say that the comparatively weak MT class should be banned. The problem with the MT is that it is slow. Until he hit 12th level, and could craft his metamagic rods, Urge was really slow from round to round when casting spells (one per round, except the rare 1st level quickened spell). Basically, this level (12th) is the high point of Urge's existence, and the Wiz-Clr combination still outdoes him pretty handily.
I've never allowed leadership in my games. Not as a matter of balance, but simply to keep the number of characters on the table down (with animal companions, familiars, mounts, NPCs traveling with the party, summons, this tend to slow down). Just seems sort of weird to trade a feat that gives +4 to Initiative for something that gives you a powerful NPC to help you out. I know it's limited by the leadership score and by the DM getting to pick out the details of the NPC.
I know MT is slow to get going. I was working on one in a campaign, which end when you got around 4th level (was planned to go much further). Wizard 2/Cleric 2 is amazingly weak compared to a normal 4th level Wizard or Cleric. Admittedly, for a small party I was able to fill two roles. I was the ultimate utility caster, but I was very little use in combat.
The real power of the MT is in their diverse abilities. As a healer or battle caster, he'll always be weak compared to a straight up caster, but he's much more likely to have that one spell you need right now. He seems like he'd work the best either in a party of with no primary casters, or one with both a cleric and wizard filling in the holes in their abilities. Also handy is that can easily specialize without losing generality, using their cleric spells to compensate.
I'm just going to have play one, or have someone in my campaign play one to figure out if balance is really an issue. I'm starting to think it won't be. Looking at what is supposed to be a tweaked out MT above, they seem rather gear dependent. Once the costs for equipment that any character that's actually going to be adventuring is going to need are factored in not to mention the months of downtime needed to craft all everything, they're likely to be a bit weaker. I think the MT build left 50gp for scrolls, potions, wands, and food.