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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="SpoCk0nd0pe" data-source="post: 7461872" data-attributes="member: 6803972"><p>Some examples of actual game situations, containing some mild Curse of Strahd spoilers:</p><p></p><p>[spoiler][CODE]</p><p>Targeting the mage is entirely possible without any metagaming at all. Take a powerful hag and her tree for example. Everyone is sneaking up on the hag. The tree awakes and his branches attack mostly randomly. They random my ass.</p><p></p><p>The party is sneaking in a werewolf cave. They sneak upon one of them, jump and kill it. The werewolves notice and attack, and they are fast and win initiative. Since the the rest of the pack was somewhere else, the wizard is actually the prime target now.</p><p></p><p>The party is in an underground room and someone touches a certain crystal ball. Shadows come through the walls attacking the party from everywhere.[/CODE]</p><p>[/spoiler]</p><p></p><p>Almost half of the encounters in our current and past group are chaotic. It is not related to metagaming at all.</p><p></p><p>I don't see why targeting the Wizard should be meta gaming. If an opposing wizard disables half your group, you would surely focus on him because it is the tactically most sound course of action. Any being with intelligence 6 or higher and some fighting experience in a fantasy world should know this.</p><p></p><p>My argument is this:</p><p>The Illusionist and Diviner features are very powerful reality altering abilities. But the wizard already has many very powerful reality altering abilities. I generally think a feature that helps in situations where your usual strategies don't work is better then a feature that improves on your usual strategies. Just like a card in MTG that helps when you are loosing is better then a card that is good when you are already winning.</p><p></p><p>I get why Treantmonk rated the Abjurer only green. He does not really have a god wizard feature. But his feature allows the Abjurer to be god wizard longer in situations where other schools start having problems: when taking damage. This is why I think the Abjurer is mechanically the strongest wizard overall. If your group is mostly opening dungeon doors in formation, YMMV.</p></blockquote><p></p>
[QUOTE="SpoCk0nd0pe, post: 7461872, member: 6803972"] Some examples of actual game situations, containing some mild Curse of Strahd spoilers: [spoiler][CODE] Targeting the mage is entirely possible without any metagaming at all. Take a powerful hag and her tree for example. Everyone is sneaking up on the hag. The tree awakes and his branches attack mostly randomly. They random my ass. The party is sneaking in a werewolf cave. They sneak upon one of them, jump and kill it. The werewolves notice and attack, and they are fast and win initiative. Since the the rest of the pack was somewhere else, the wizard is actually the prime target now. The party is in an underground room and someone touches a certain crystal ball. Shadows come through the walls attacking the party from everywhere.[/CODE] [/spoiler] Almost half of the encounters in our current and past group are chaotic. It is not related to metagaming at all. I don't see why targeting the Wizard should be meta gaming. If an opposing wizard disables half your group, you would surely focus on him because it is the tactically most sound course of action. Any being with intelligence 6 or higher and some fighting experience in a fantasy world should know this. My argument is this: The Illusionist and Diviner features are very powerful reality altering abilities. But the wizard already has many very powerful reality altering abilities. I generally think a feature that helps in situations where your usual strategies don't work is better then a feature that improves on your usual strategies. Just like a card in MTG that helps when you are loosing is better then a card that is good when you are already winning. I get why Treantmonk rated the Abjurer only green. He does not really have a god wizard feature. But his feature allows the Abjurer to be god wizard longer in situations where other schools start having problems: when taking damage. This is why I think the Abjurer is mechanically the strongest wizard overall. If your group is mostly opening dungeon doors in formation, YMMV. [/QUOTE]
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