Fanaelialae
Legend
Hence why I said "almost immune to melee". You put it on a ranged chassis like a monk or an archer fighter to make sure they can't get trapped in melee. As long as you end every turn 40 feet away from the nearest melee fighter you're probably fine.
Agree that Cunning Action also works--although you only get 30', which isn't quite enough to prevent you from getting attacked next round. So someone needs to Longstrider you to make this work, whereas Mobile has that extra 10' built in.
My thinking is that it won't be quite that effective most of the time. A good portion of creatures with a MV of 30' are humanoids, giving them good odds of having a ranged attack (against which Mobility is largely useless). A large chunk of the creatures that don't have ranged attacks will have a MV higher than 30', effectively negating the speed boost from Mobility.
In the case of the rogue, I was referring to the tactic of darting in on a target that the fighter has already engaged. That way the rogue is guaranteed sneak attack and the fighter's OA is likely to dissuade the monster from pursuing the rogue.
In any case, the point is that a 5% risk of crit is too high for my taste.
Fair enough. Sounds like you might like Adamantine Armor.
As far as I'm concerned, the occasional crit can liven things up and make even the heaviest defenders sweat a bit. I consider that a good thing. At least in 5e where crits are usually equivalent to a little less than two hits. In something like 3e, where crits can be the equivalent of multiple hits (x4 multiplier), I agree that 5% is too much (which is why crit confirmation was important in 3e).
I was actually thinking more of a dragon running Blur + Shield against the PCs, but yeah, an Eldritch Knight fighting against several swarms of mooks would have to choose which fights he spends defense on, and either sit out the others (pew, pew from range) or take some hits. If he blows his 2nd and 3rd level slots on Blur, he can cast 4 Shield spells throughout the day (or Absorb Energy, which is arguably better) and still have his 4th level slot available for Counterspell. This is the scenario where Mobile shines: trying to win multiple tiny fights cheaply. (Any fight that ends in 3 rounds counts as "Tiny" in my book, or at least horrifically lopsided.)
I agree, a monster with defensive buffs will certainly be a force to be reckoned with. I've been considering halving the number of spell slots available to NPC casters, unless they're the only encounter the PCs will face that day. Casters can still be very strong when allowed to nova.
If there are six encounters in a day, odds are that at least some of them will be easy/medium. IME, those don't typically last more than 3 rounds, so I used the low end of my estimation of how many rounds you'd have to sustain defensive buffs in order to have them last the entire combat day. My point simply being, it's not very realistic to assume that you'll always have Blur + Shield in a typical campaign.