Paleomancer
2018-10-24, 10:49 PM
Greetings, forum-mates!
I had two questions regarding the Mystic Theurge prestige class, and thought I might procure some feedback from this fine forum. One caveat: I am aware the Mystic Theurge is considered significantly less than useful, but the idea of the class intrigues me. As such, while I understand a common answer would be some variation of "don't use it," I was hoping for a more... analytical approach to the issue.
1) Because the class literally offers nothing more than dual progression in two or more spellcasting classes, would making it 14 level class be at all a problem? Assuming a default Wizard 3/Cleric 3 Mystic Theurge 10, access to spell levels seems unchanged until you would normally reach the cap at Mystic Theurge 10, but continuing on means you get a few 9th level spells at level 20. One would still be delayed in terms of spells, but perhaps this would make it more a choice of more spells versus powerful spells? I'm aware this is not allowed under RAW, but for the purposes of game play and house rules, is this a problem in any way? Potential balance issues I'm not seeing? Not matter because most people don't play at high levels or because it matters less at high levels.?
2) More general ideas of making the Mystic Theurge a solid option, without overpowering other classes entirely. Perhaps redesigning it? From a mechanical perspective, it's an intriguing challenge given the potential power of casters, but from a story perspective, a mystic theurge is almost more of an Archmage-type individual than is the actual Archmage prestige class.
I had two questions regarding the Mystic Theurge prestige class, and thought I might procure some feedback from this fine forum. One caveat: I am aware the Mystic Theurge is considered significantly less than useful, but the idea of the class intrigues me. As such, while I understand a common answer would be some variation of "don't use it," I was hoping for a more... analytical approach to the issue.
1) Because the class literally offers nothing more than dual progression in two or more spellcasting classes, would making it 14 level class be at all a problem? Assuming a default Wizard 3/Cleric 3 Mystic Theurge 10, access to spell levels seems unchanged until you would normally reach the cap at Mystic Theurge 10, but continuing on means you get a few 9th level spells at level 20. One would still be delayed in terms of spells, but perhaps this would make it more a choice of more spells versus powerful spells? I'm aware this is not allowed under RAW, but for the purposes of game play and house rules, is this a problem in any way? Potential balance issues I'm not seeing? Not matter because most people don't play at high levels or because it matters less at high levels.?
2) More general ideas of making the Mystic Theurge a solid option, without overpowering other classes entirely. Perhaps redesigning it? From a mechanical perspective, it's an intriguing challenge given the potential power of casters, but from a story perspective, a mystic theurge is almost more of an Archmage-type individual than is the actual Archmage prestige class.