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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="Nagol" data-source="post: 6771855" data-attributes="member: 23935"><p>I'd be more concerned about reduced effectiveness in combat compared to acting more typically like a Wizard than comparing to a Fighter. </p><p></p><p>You accept more multiple attribute dependency since your default combat is now driven by Dex for melee attacks vs. Int for cantrips. Your default strategy requires entering melee range although are compensated somewhat by both light armour and adding Int bonus to AC while bladesong is active. The big disadvantage of the MAD is you can either improve your melee capability by raising Dex to affect to-hit and damage or you can raise Int to affect ranged combat and saving throws. Bladesong slightly reduces the dependency on Con while it is active (you get a boost to Concentration saves and AC but not to hp or Con saving throws) and substantially increases the value of Dex to the character.</p><p></p><p>Your default damage effectively stagnates compared to a base Wizard using cantrips despite focusing the character's activities on a more dangerous activity subset -- melee combat.</p><p></p><p>At 4th level, you can strike once in melee with a finesse weapon for 1d8 + Dex mod or cast firebolt at range for 1d10 -- pretty much a wash except your to-hit is based on Dex rather than Int. </p><p>At 5th level, you are comparing 1d8 + Dex mod melee to 2d10 damage ranged -- ouch. </p><p>At 6th level, at least it moves to 2 attacks of 1d8 + Dex mod vs. 2d10 firebolt damage -- back to being a wash. </p><p>At 11th level you are still 2x(1d8 + Dex mod) melee vs. 3d10 ranged -- if you are Dex 16 then you have dropped behind in damage and even you have raised Dex to 20 this is close to a wash. And if you have raised Dex preferentially over Int, your saving throws are suffering compared to a default Wizard.</p><p></p><p>As noted, a character's ability to augment melee capability with spellcasting is limited for wizards compared to the other melee spellcasters. So you end up acting like a dilettante -- playing at melee until you need to revert to more wizardly actions.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6771855, member: 23935"] I'd be more concerned about reduced effectiveness in combat compared to acting more typically like a Wizard than comparing to a Fighter. You accept more multiple attribute dependency since your default combat is now driven by Dex for melee attacks vs. Int for cantrips. Your default strategy requires entering melee range although are compensated somewhat by both light armour and adding Int bonus to AC while bladesong is active. The big disadvantage of the MAD is you can either improve your melee capability by raising Dex to affect to-hit and damage or you can raise Int to affect ranged combat and saving throws. Bladesong slightly reduces the dependency on Con while it is active (you get a boost to Concentration saves and AC but not to hp or Con saving throws) and substantially increases the value of Dex to the character. Your default damage effectively stagnates compared to a base Wizard using cantrips despite focusing the character's activities on a more dangerous activity subset -- melee combat. At 4th level, you can strike once in melee with a finesse weapon for 1d8 + Dex mod or cast firebolt at range for 1d10 -- pretty much a wash except your to-hit is based on Dex rather than Int. At 5th level, you are comparing 1d8 + Dex mod melee to 2d10 damage ranged -- ouch. At 6th level, at least it moves to 2 attacks of 1d8 + Dex mod vs. 2d10 firebolt damage -- back to being a wash. At 11th level you are still 2x(1d8 + Dex mod) melee vs. 3d10 ranged -- if you are Dex 16 then you have dropped behind in damage and even you have raised Dex to 20 this is close to a wash. And if you have raised Dex preferentially over Int, your saving throws are suffering compared to a default Wizard. As noted, a character's ability to augment melee capability with spellcasting is limited for wizards compared to the other melee spellcasters. So you end up acting like a dilettante -- playing at melee until you need to revert to more wizardly actions. [/QUOTE]
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