My issue with a War Mage is that it does something that two other schools aready do. Plus, it lacks flavor. Features that give flat bonuses can be useful or even powerful, mechanically, but they often lack that "wow" factor, or do not work toward emphasizing the theme. What do I mean by that? Example: Sculpt Spells Evocation School feature offers something completely unique, the ability to blast away without damaging one's companions; Transmuter's Stone, Minior Conjuration, Alter Memories, Illusory Reality - all of these provide something unique and flexible, something no other wizard is able to do. At the same time, almost all War Magic features just give flat bonuses to AC, saving throws, initiative rolls or spell damage. It's effective, but boring. Schools of Divination and Abjuration suffer from this, as well, albeit to a lesser degree. Both of these are very powerful thanks to purely mechanical advantages they provide, but they're not very exciting.
why would anyone play with a dm that did not allow feats?
That's a lot like asking "why would anyone play with a DM that is running AD&D?" It's just a matter of preference, not a case of something being objectively superior to something else and thus not actually making any sense for someone, somewhere to like.
The real reason, however, that when talking about 5th edition one shouldn't assume feats as being used is because they are labeled as an optional rule - that alone results in a number of gamers, at least from time to time, choosing not to engage that option, even if it is just to see how things go when "doing it the other way."
And as for why feats are labeled as optional even though the majority of groups do choose to engage that option: it is because it is easier to customize the game by adding to its core assumptions than by altering or removing those assumptions. So it is easier to choose to add feats to the game, and then choose details that relate to feats such as whether they are player-only and thus raise the power of the characters relative to the monsters, or if the monsters also get some number of feats to make them even more of a nuisance for the player characters.
And that all comes down to meaning this: The general discussion of the game should be accurate to the reality of the game itself - not just how people play it, not just how it is written, but both of those things together.
On the class itself, I just finished a one shot storyline as a gnome war wizard to test out the subclass, and I have to say it was a blast. The description of it being on the front lines is surprisingly accurate. As the rounds went on I saw my AC continue to go up, and the +4 to saving throws is no joke. Even powersurge, which I thought was weak, turned out to be awesome. Despite it only being 6 points of force damage when available, it had no target that could resist it and became reliable damage.
All in all I'd give it a solid 8.5/10. Was incredibly fun of a class to play, even as just a temp.
I really hate when people throw out the tired old "effective but boring". Boring is subjective. I personally, prefer nice simple flat bonuses that I don't have to worry about managing. This option is simply not for you, and it's good that they try to add options for all types of players.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
My issue with a War Mage is that it does something that two other schools aready do. Plus, it lacks flavor. Features that give flat bonuses can be useful or even powerful, mechanically, but they often lack that "wow" factor, or do not work toward emphasizing the theme. What do I mean by that? Example: Sculpt Spells Evocation School feature offers something completely unique, the ability to blast away without damaging one's companions; Transmuter's Stone, Minior Conjuration, Alter Memories, Illusory Reality - all of these provide something unique and flexible, something no other wizard is able to do. At the same time, almost all War Magic features just give flat bonuses to AC, saving throws, initiative rolls or spell damage. It's effective, but boring. Schools of Divination and Abjuration suffer from this, as well, albeit to a lesser degree. Both of these are very powerful thanks to purely mechanical advantages they provide, but they're not very exciting.
That's a lot like asking "why would anyone play with a DM that is running AD&D?" It's just a matter of preference, not a case of something being objectively superior to something else and thus not actually making any sense for someone, somewhere to like.
The real reason, however, that when talking about 5th edition one shouldn't assume feats as being used is because they are labeled as an optional rule - that alone results in a number of gamers, at least from time to time, choosing not to engage that option, even if it is just to see how things go when "doing it the other way."
And as for why feats are labeled as optional even though the majority of groups do choose to engage that option: it is because it is easier to customize the game by adding to its core assumptions than by altering or removing those assumptions. So it is easier to choose to add feats to the game, and then choose details that relate to feats such as whether they are player-only and thus raise the power of the characters relative to the monsters, or if the monsters also get some number of feats to make them even more of a nuisance for the player characters.
And that all comes down to meaning this: The general discussion of the game should be accurate to the reality of the game itself - not just how people play it, not just how it is written, but both of those things together.
Why not both.
On the class itself, I just finished a one shot storyline as a gnome war wizard to test out the subclass, and I have to say it was a blast. The description of it being on the front lines is surprisingly accurate. As the rounds went on I saw my AC continue to go up, and the +4 to saving throws is no joke. Even powersurge, which I thought was weak, turned out to be awesome. Despite it only being 6 points of force damage when available, it had no target that could resist it and became reliable damage.
All in all I'd give it a solid 8.5/10. Was incredibly fun of a class to play, even as just a temp.
I’m surprised they have not made something like a feat to get two of these and have like a War Lore Wizard, or something else as such.
I would have thought that the bonus from arcane Deflection only lasted until the end of your next turn?
Indeed! But it wasn't the deflection that caused my AC to keep going. You get a +2 to your AC for as long as you're concentrating on a spell.
I really hate when people throw out the tired old "effective but boring". Boring is subjective. I personally, prefer nice simple flat bonuses that I don't have to worry about managing. This option is simply not for you, and it's good that they try to add options for all types of players.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I thought it would static +2 ac when concentrating, back to your normal ac when not concentrating.