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From the WotC Boards: Mearls on 'Aggro'
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<blockquote data-quote="Victim" data-source="post: 3882898" data-attributes="member: 78"><p>Generally, you deal with that via positioning and buffs. </p><p></p><p>Sure, given the choice between attacking a wizard, and attacking a fighter, it might be a no brainer to attack the mage (depending on what defensive spells he has up). But what about when the choice is a single attack on a caster or a full attack on a fighter? Or if you have to double move into attack position against the mage? Against foes without super movement abilities, the mage can get some decent protection by making sure charge lines are blocked and staying more than a single move away. At higher levels, movement options increase for getting around characters and terrain, but the wizard picks up some new tricks too. For example, using Anticipate Teleport can prevent short range 'ports to jump to the mage (or used to port other characters into attack positions), and cross classed Tumble denies full attacks against most foes.</p><p></p><p>Tactically, if the enemies are so eager to get to grips with your casters, it's not all that difficult to separate them from their allies with battlefield control spells. Then it's one whole group against the elements of the enemy that won initiative. </p><p></p><p>Also, buffing spells can render the mage harder to attack or shift some of his share of dangerousness onto other characters. Mirror Image can shut down lots of attacks. Hasting the fighters makes them more dangerous, and thus changes the threat assessment.</p><p></p><p>In my experience, battles between similar groups of characters ended up with casters trying to stay away from the more dangerous melee guys, and the melee guys splitting between trying to get to enemy ranged characters, and trying to keep opposing melee guys from crushing our casters. Spiking out enemies with concentrated attacks is a huge advantage. That's one of the big advantages of archery - it's easy to deliver full damage to whatever target seems important without having to worry about positioning. When our characters skirmished a rival party of adventurers, our sorcerer got nailed in the first round with Sudden Maximized Chain Lightning and a bunch of arrows from their ranger.</p></blockquote><p></p>
[QUOTE="Victim, post: 3882898, member: 78"] Generally, you deal with that via positioning and buffs. Sure, given the choice between attacking a wizard, and attacking a fighter, it might be a no brainer to attack the mage (depending on what defensive spells he has up). But what about when the choice is a single attack on a caster or a full attack on a fighter? Or if you have to double move into attack position against the mage? Against foes without super movement abilities, the mage can get some decent protection by making sure charge lines are blocked and staying more than a single move away. At higher levels, movement options increase for getting around characters and terrain, but the wizard picks up some new tricks too. For example, using Anticipate Teleport can prevent short range 'ports to jump to the mage (or used to port other characters into attack positions), and cross classed Tumble denies full attacks against most foes. Tactically, if the enemies are so eager to get to grips with your casters, it's not all that difficult to separate them from their allies with battlefield control spells. Then it's one whole group against the elements of the enemy that won initiative. Also, buffing spells can render the mage harder to attack or shift some of his share of dangerousness onto other characters. Mirror Image can shut down lots of attacks. Hasting the fighters makes them more dangerous, and thus changes the threat assessment. In my experience, battles between similar groups of characters ended up with casters trying to stay away from the more dangerous melee guys, and the melee guys splitting between trying to get to enemy ranged characters, and trying to keep opposing melee guys from crushing our casters. Spiking out enemies with concentrated attacks is a huge advantage. That's one of the big advantages of archery - it's easy to deliver full damage to whatever target seems important without having to worry about positioning. When our characters skirmished a rival party of adventurers, our sorcerer got nailed in the first round with Sudden Maximized Chain Lightning and a bunch of arrows from their ranger. [/QUOTE]
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