Which PrCl would you never want in your game? (part 1 - DMG)

Which PrCl would you never want in your game?

  • Arcane Archer

    Votes: 33 9.6%
  • Arcane Trickster

    Votes: 25 7.2%
  • Archmage

    Votes: 26 7.5%
  • Assassin

    Votes: 44 12.8%
  • Blackguard

    Votes: 45 13.0%
  • Dragon Disciple

    Votes: 94 27.2%
  • Duelist

    Votes: 19 5.5%
  • Dwarven Defender

    Votes: 17 4.9%
  • Eldritch Knight

    Votes: 27 7.8%
  • Hierophant

    Votes: 34 9.9%
  • Horizon Walker

    Votes: 67 19.4%
  • Loremaster

    Votes: 26 7.5%
  • Mystic Theurge

    Votes: 70 20.3%
  • Red Wizard

    Votes: 135 39.1%
  • Shadowdancer

    Votes: 29 8.4%
  • Thaumaturgist

    Votes: 49 14.2%

Celebrim said:
A clr5/wiz5/mystic theurge10 seems to me to be about as powerful as a clr20 or wiz20

Someone who can't cast 9th level spells in either Wiz or Clr is about as powerful as someone who can? I have a hard time agreeing.

Spell slots:
C/W/MT has 0 9th, 2+1 8th (includes domain), 4+1 7th, and lots of lower level spells.
C20 or W20 has 4 each of 9th, 8th, and 7th (+1 each if Clr).

That's a total of 6 extra high-power slots for the single-classed caster (7 if a Clr 20), and in general, higher level spell slots are worth more than lower level spell slots.

Caster Level:
C/W/MT is CL 15 in both Clr and Wiz.
C or W 20 is CL 20.

Lower caster level hurts the MT in two ways: Spell resistance checks and spell effects. The MT will have a harder time penetrating SR when he blasts foes with evocations, meaning more of his spells are wasted. For, say, healing spells (starting at Cure Crit), he's doing 5 HP less healing per person per casting. That really adds up when your party members are in the 150-200 max HP range.

Not to mention MSD that the MT suffers from...the single-classed character can afford to pump their casting stat as high as possible, while the MT has to push BOTH Int and Wis up to 18 by 20th level. That's not a big deal if you managed to roll two 18s on your 4d6DL, but if you're using point buy, you'll run into problems.
 
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ThirdWizard said:
It won't let me vote for none of them. :\

I have left the "None" option out of the poll on purpose: the aim of this poll is to see which PrCl from the DMG gets more "thumbs down", then I'll put up another poll for another book and then again, and at the end there will be a final match to elect the "loser of the losers" :p

With this in mind, the "None" option would not have had any effect on the tournament. There just _has_ to be a loser for each poll, so if "None" would have got most votes (it's possible because the DMG still has IMHO the best set of PrCls) I would still have had to pick the most voted class instead.

Of course you can just choose not to vote for any class in this round :)
 

Dwarven Defender. Cause it's for dwarves.

Also, the main ability is useless, as you can defeat it so easily: Dwarven Defender goes into defensive stance, you throw a gold piece three yards away. Next round, the DD will perform a standing dive jump to get that coin.
 



Kamikaze Midget said:
The fact of the matter is that the game as written now suffers from a BIG problem in that magic is exclusive to spellcasters. Whereas even the most closeted wizard learns to thump head better than a newbie fighter, the most worldly and experienced fighter can't puzzle out a basic Light spell. It's a magical world -- everyone should learn a little bit of magic, to one degree or another.

So you want magic to be like in Diablo--even Fighters get some magical ability, but they're so crappy at it there's not much point in using it unless they can't do anything else?
 


Elephant said:
Someone who can't cast 9th level spells in either Wiz or Clr is about as powerful as someone who can? I have a hard time agreeing.

Well, it might not be perfectly true that having the casting ability of both a 15th level cleric and a 15th level wizard is equal to having the casting ability of a 20th level wizard its roughly true. Certainly we agree that at some point, say having the caster ability of a 19th level cleric and a 19th level wizard and only be a 20th level character would be unbalancing. So what's it going to be? While you are giving up 4 9th level spells and 2 8th level spells, you are gaining 5 6th, 5 5th, 5 4th, 5 3rd, 5 2nd, 5 1st, and 6 0 level spells plus maybe some domain spells. They might not be worth the four 9th level slots, not only are they definately worth something but its debatable whether 4 9th level arcane spells are worth that much more than (for example) 5 Heals, 5 True Seeing, 5 Greater Magic Weapon and a long list of other clerical magic. Moreover, compared to the single class Wizard you are gaining 2 cleric domain powers which can be non-trivial (Luck for example, or improved caster level), improved weapon access, improved armor access, improved saving throws, a limited ability to turn undead, and much greater independence since you can cure yourself.

That's a total of 6 extra high-power slots for the single-classed caster (7 if a Clr 20), and in general, higher level spell slots are worth more than lower level spell slots.

Yeah, but how much more? You are gaining 36+ other spell slots in return, plus some minor abilities. Surely that counts for something?

Lower caster level hurts the MT in two ways: Spell resistance checks and spell effects. The MT will have a harder time penetrating SR when he blasts foes with evocations, meaning more of his spells are wasted.

First, blasting foes with evocations is in general a waste of a perfectly good spell in 3rd edition, especially against targets that are worth using spells on, especially at higher levels when lots of things are going to have damage resistance and evasion and the alternative is casting a 'save or die' spell.

Second, I have a feat that allows your caster level to be equal to your character level that was designed to let fighter types splash a few levels of a spell casting class. You don't get more spells per day, but you do get better at using the ones you know.

For, say, healing spells (starting at Cure Crit), he's doing 5 HP less healing per person per casting. That really adds up when your party members are in the 150-200 max HP range.

Sure, but while his heal spell only cures 150 h.p. instead of 200 h.p., he's got 4 extra 6th level arcane spells - Antimagic fields or Greater Dispellings or Circles of Death or Disentigrate or whatever your favorite spell is.

Not to mention MSD that the MT suffers from...the single-classed character can afford to pump their casting stat as high as possible, while the MT has to push BOTH Int and Wis up to 18 by 20th level. That's not a big deal if you managed to roll two 18s on your 4d6DL, but if you're using point buy, you'll run into problems.

Agreed and I think that that is probably the biggest drawback to multiclassing between classes with different attribute needs, but then again, you can't have everything. It's not so much that you can't pump both WIS and INT up to 18th by 20th level using point buy, but that you can't focus all your ability advances into pumping one up to 22 or so, and you'll probably have to sacrifice more in your other attributes. But while the multi-classed Cleric/Wizard might not be quite as twinked out as a single class character built by a min/maxer, the MT make it at least viable. It might not be the most powerful character in the party, but it would certainly contribute alot given the number of spells it could cast per day. A pure cleric10/wizard10 though is just not viable in a high level campaign at all.
 

Wow... the mystic theurge debate again.

Well first off, I'll say to both sides that it does you no good to just NOT MENTION the points that the other side has. There are points that play in the MT's favor, and some that play against it.

Obviously, weakened overall caster level, lower "highest" spell level, MDS, and steep entry costs play against it.

OTOH, having double the magic progression of a core class (two spellcaster levels per character level) is a significant boon, even if those levels are not sequential. Especially if you factor in that the character can choose their spells in a complementary fashion between the two classes to maximize their impact on the game and minimize the chance that they don't have a spell pertinent to whatever situation that pops up in the game.

Certainly, the MT is not a first class combat mage, but it is a first class utility mage. As many base arguments of wizards being overpowered on the utility aspect, I think you would be remiss to ignore this aspect.

IMO, the MT is weak at low levels when it is still trying to catch up with the deficit it incurred qualifying for the class. By high levels, though, I think that its broad utility can make it a bit of a spotlight hog. And spotlog hog-ness is, to me, a quintessential measure of balance.
 

Mystic Theruge and Eldritch Knight... I can't believe anything so flavorless qualifies as a prestige class. I also lean towards believing that these are unbalanced, despite many good arguments on the boards to the contrary. Honestly when the MT was put up on Wizard's site I hoped and prayed it was an April Fool's joke.

Worse than any balance issues in my opinion is that these classes allow one player to fill in two slots, which might be okay in a small party, but what happens to the player of the wizard who is overshadowed by the MT player who is dishing out healing and holy words on top of arcane magic? Takes some potential fun from the game IMHO.

PrCs should give unique abilities that can't be attained otherwise, not just number boosts and caster levels.
 

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