Mistwell
Crusty Old Meatwad
I think he is talking about the leaked alpha-playtest, which differs somewhat from the last official playtest.
I know. I accurately quoted what is in that document. It says twice your level.
I think he is talking about the leaked alpha-playtest, which differs somewhat from the last official playtest.
With regards to Mage Armour: One of the advantages of the mountain dwarf was that he doesn't have to cast that spell because he is already wearing armour, which then gives the dwarf an available slot. Now people who disagree are saying their non dwarf doesn't need to cast Mage Armour because their DM doesn't or should not target them. This is the worst thing I have ever heard to be honest because it's relying too much on DM fiat to lessen the use of AC thereby trying to lessen the dwarf build. Nobody is talking about focus fire on the wizard, nor is anyone talking about running past anyone in order to get at the wizard. I am talking about a normal encounter that involves melee and ranged attacks. Melee guys will square off with other melee and ranged will attack those at a distance.Coddling? Because it's not always the most tactically sound decision to attack the back-row unarmored guy?
In most cases, the monsters' first priority should be self-preservation, not murder. It is not normal to go after weak-looking targets who are behind cover and have not shown themselves to be a credible threat when there are closer, uncovered, stronger-looking guys who are waving weapons.
Furthermore, at level 1, a wizard with Dex 14, mage armor and half cover has an effective AC of 17. He's not actually any easier to hit than a great weapon fighter in splint mail on the front row. So the "monsters like easy targets" rationale is a little bit flimsy. (And I guess so is the perception that wizards need more AC.)
If a foolish wizard stands out in the open, sparks a-flying, then yes. By all means, focus fire on him. But it's not coddling to have most monsters focus on the more obvious threat when players use a smarter formation.
ALSO ... there's the situation where the party is up against a single big monster (or maybe two of them). There's no way that thing's getting past the front line to eat the wizard -- another situation where the wizard's resources are better used in areas other than AC. Not every battle is a skirmish between small armies.
I know. I accurately quoted what is in that document. It says twice your level.
What is a perfect opportunity? They are somewhere on the battlefield and you have a ranged weapon? I don't think anyone has ever said "Wizards should never be attacked", just that on average they are attacked less often which means their AC is less important. I find the same thing is true of Archers of all classes and anyone who stays out of melee.This is the part about the coddling. If your DM doesn't attack you when he has a perfect opportunity just because you have low defenses and low HP is coddling.
Magic doesn't need to be SUPER SUPER rare just to have the enemies not know everything about magic. It's likely people know "There are Wizards, they cast weird magical spells that do some wondrous things." They might even know that casting spells is hard in armor so Wizards often don't wear any. Some might be familiar with a couple of spells they've experienced in the past.NPCs and monsters are not there to just line up and let you use your powers to kill them. There is nothing written that gives DMs advice in the form of having the encounters make decisions it wouldn't normally make just for the sake of allowing the PCs to win. Also, you can't pretend to know the attitudes and reactions of the DM's encounters. If arrows are flying and swords are swinging then it becomes obvious they aren't there to subdue. Unless magic is super super rare, then common will have heard of magic and wizards, especially if the world is full of supernatural baddies. You can't implant ignorance into a DM's encounter just because you didn't want to cast Mage Armour and up your defense.
Dwarves, not having an Int bonus, do not net an additional spell slot for not using mage armor until very high levels when every wizard can be assumed to have an Int of 20.With regards to Mage Armour: One of the advantages of the mountain dwarf was that he doesn't have to cast that spell because he is already wearing armour, which then gives the dwarf an available slot.
Wizard in my campaign has 102 hit points at level 10.
Providing Cover is just as good. Also, if you do get them into melee, it causes Disadvantage.Getting in the way would only provide a bonus to AC, it doesn't "draw the fire".
You would have to get past the enemy melee in order to get their ranged into melee.
You don't always have terrain and other obstacles to hide behind.
This is the crux of the matter. WotC for decades has been designing adventurers and PC abilities so that it is easy for some PCs to have low AC (or other low defenses) and not be as much in harm's way.
Smart NPCs should have extremely good defensive locations. Barricades, high points for missile attacks, all types of defenses. It's their home turf. Instead, the vast majority of WotC adventure sites are "open door, kill monsters, open next door, kill monsters".
Why are these monsters so stupid? One thing they could do is open up every single door in the place. They could have choke points where one guard is designated to run back and get EVERYONE else while the guards at the main entrance slow up the PCs.
AC should be near the top of every player's list in importance because intelligent NPCs should be run intelligently.
The starter set adventure took some baby steps in this direction, but not quite enough (there are still two significant "open door, kill monsters, open next door, kill monsters" adventure site designs in it).
Yeah. Not gonna change his character based on the alpha. Will just wait for the PHB. With that said, the permanent aura of disadvantage vis-a-vis melee attacks is a much bigger problem for me as a DM. Mostly because I use monsters that suit the "story", not because they can bypass annoying PC-abilities.
That's pretty near maximum: CON 20 + 10d6 gives a maximum of 110 HP.
Edit: I see you're using a playtest feat which seems completely overpowered. Still that's pretty near maximum for CON 16.