Storm Raven
First Post
WizarDru said:It's 1/2 of his caster level. The repayment is trivial, at best, since it can be paid in any combination of levels the player chooses. The ability to pluck any spell out of a hat when needed is an nice ability. Having a player with a Wiz10/MotAO8 in my game, I think I can speak with some experience at it's relative balance levels. If you don't think the ability to pull a 9th level spell out of thin air is a powerful ability, I don't know what you think one is.
Sure, it is a nice ability, but he has to plan ahead by leaving that slot open, and that is the only spell he can call from the spellpool that day. Or he can leave a 6th and 3rd level slot open and pull those, or any number of other combinations, but he still has to plan ahead what level of spell he wants to pull.
That said, it is not awesomely unbalancing, and I'll thank you not to put words in my mouth. You read meaning where there was none, apparently based on a bad experience with other forum members. I said this:
You said the MotAO class was unbalanced and cited the spellpool abilities as why. I pointed out that the spellpool was not that powerful when you use all of its limitations. I didn't put words in your mouth, I dealt with exactly what you wrote.
I do not complain about the balance/relative power of the class. If I thought it so radically unbalanced, I would have disallowed it. It is, however, something for virtually nothing, and that's my problem with it. Why wouldn't a wizard take the class?
Because he wants to be a Loremaster, or an Elemental Savant, or any number of other PrCs that offer various perks and specializations to a wizard that are entirely different from the MotAO class. Because he doesn't want to blow a feat on the pretty useless Cooperative Spell metamagic feat and wants a different one, balancing the power of the spellpool against the cost of that feat. I have a player playing in my weekly game who considers spending a feat on Cooperative Spell to be too costly to be acceptable, so he has no interest in being a MotAO. Another player (since departed from the campaign) played a wizard throughout and had no interest in becoming a MotAO, the cost of the feat being a significant roadblock for her, the loss of familiar advancement also concerned her.
For the trivial cost of one metamagic feat you might not normally take, he gets a class that gives him a fairly powerful talent. If you were planning on being a pure wizard, at 10th level, you'd have to be a fool NOT to take the class, really.
Unless you wanted access to the Loremaster's wide array of powers for example. Or you wanted another metamagic feat as part of a feat chain. There are many "non-fool" reasons not to be a MotAO. Your personal assessment of the value of the class notwithstanding, in my experience many people have examined the issue and come to a different conclusion about the "no brainer" status of becoming a MotAO.
If the class required some real sacrifice on the player's part, I might feel better about it...but Knowledge(Arcana): 8 ranks? A palty monthly g.p. dues fee? Hardly the stuff of sacrifice. And if a players stays with the class, that Coop feat can come in handy when recruiting other members.
The Cooperative Spell feat is useless, it increases the power of the spell by a tiny amount if each wizard involved has the feat and casts the spell. Yippee.
The 750 gp up front cost is quite significant at the time most PCs are going to want to enter the PrC. Giving up a metamagic or item creation feat in exchange for a completely useless feat is a cost. The monthly dues are small, but the requirement that the PC return to campus on a regular basis ties the PC to a particular geographic area, at least until he can Teleport, and even then it is a pain in the butt. I think you are trivializing the costs and emphasizing the benefits in your mind. Sure, the benefits are nice, but the burdens are significant as well.