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<blockquote data-quote="psychophipps" data-source="post: 6752599" data-attributes="member: 8208"><p>I'm not sure how everyone else plays their game, but we strongly tend to get a short rest at least every other serious combat or so. With this in mind, the "*GASP!* Only two uses of the Trance!?!" argument is largely moot at my personal gaming table.</p><p></p><p>The other thing that folks seem to continually missing is the fact that this class can flip-flop back and forth between front and second line pretty much at will with enhanced movement spells and the extra movement from the trance. Add to this that these extra movement spells are pretty much all low-level spells and they can not only get you in to attack if necessary, but they are also fantastic for getting back a bit to crank off some sort of distinct unpleasantness with minimal fear of immediate retaliation.</p><p></p><p>As for the AC discussion, I have found that once you break a natural AC of 21 or so, you can basically wade into whatever for a pretty large portion of the enemies you will typically run into. Add that you can boost this easily with first-level spells like Shield of Faith and the ubiquitous Shield for when they roll high but not a Natty 20, and you are even more safe against almost any but the most fearsome of foes. While the threat of the Almighty One-Shot is certainly a risk with the lower HP of Wizards, when was the last time you had one of those actually come up that didn't result in pretty much an instantaneous Healing Word or other healing ability (party make-up allowing)?</p><p></p><p>They basically removed the biggest negative of playing Wizards, the lousy melee ability. Double Attack with decent Martial weapons just means you have another person to worry about winning Rock, Paper, Scissors for the next magic sword that comes down the pike. The good thing is that they have Mage Armor plus bonuses so they most likely won't be asking for any magic armor that comes along.</p><p></p><p>As for the other goodies that are constantly being tossed around from other Specialty Wizard options in the PHB, I see it largely as a moot point. The typical player wanting to play a Bladesinger isn't a Wizard player thinking about getting into the occasional tussle for fun, it's a melee player wanting to have a chance to light fires and blow stuff up while not deserting their preference of getting into a scrap. Also, for the Old Skool guys like me that used to have to cast Light as a 1st level spell slot rather than a freebie, I've never had any of that stuff anyway so I wouldn't miss it one little bit when you get right down to brass tacks.</p></blockquote><p></p>
[QUOTE="psychophipps, post: 6752599, member: 8208"] I'm not sure how everyone else plays their game, but we strongly tend to get a short rest at least every other serious combat or so. With this in mind, the "*GASP!* Only two uses of the Trance!?!" argument is largely moot at my personal gaming table. The other thing that folks seem to continually missing is the fact that this class can flip-flop back and forth between front and second line pretty much at will with enhanced movement spells and the extra movement from the trance. Add to this that these extra movement spells are pretty much all low-level spells and they can not only get you in to attack if necessary, but they are also fantastic for getting back a bit to crank off some sort of distinct unpleasantness with minimal fear of immediate retaliation. As for the AC discussion, I have found that once you break a natural AC of 21 or so, you can basically wade into whatever for a pretty large portion of the enemies you will typically run into. Add that you can boost this easily with first-level spells like Shield of Faith and the ubiquitous Shield for when they roll high but not a Natty 20, and you are even more safe against almost any but the most fearsome of foes. While the threat of the Almighty One-Shot is certainly a risk with the lower HP of Wizards, when was the last time you had one of those actually come up that didn't result in pretty much an instantaneous Healing Word or other healing ability (party make-up allowing)? They basically removed the biggest negative of playing Wizards, the lousy melee ability. Double Attack with decent Martial weapons just means you have another person to worry about winning Rock, Paper, Scissors for the next magic sword that comes down the pike. The good thing is that they have Mage Armor plus bonuses so they most likely won't be asking for any magic armor that comes along. As for the other goodies that are constantly being tossed around from other Specialty Wizard options in the PHB, I see it largely as a moot point. The typical player wanting to play a Bladesinger isn't a Wizard player thinking about getting into the occasional tussle for fun, it's a melee player wanting to have a chance to light fires and blow stuff up while not deserting their preference of getting into a scrap. Also, for the Old Skool guys like me that used to have to cast Light as a 1st level spell slot rather than a freebie, I've never had any of that stuff anyway so I wouldn't miss it one little bit when you get right down to brass tacks. [/QUOTE]
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