1. Yeah, wizards can break grapples, that's hardly the only way to beat them.
2. The big mental attack I can think of is Incite Emotion, which is Deceit + 2, and thus very likely to be attacking at 6 or 7 or so, so it's alot worse for anyone you're attacking...and now that I thik on it, probably as scary offensively as Evocation itself, if not more.
3. True enough, but they really do hurt people without Toughness powers more...and Wizards are very much in that category. Pretty much by definition.
4. That's one or two more than a combat focused character actually needs, and fails to cover actual defense rolls that don't cost you your offensive action.
5. I dont necessarily disagree with most of it, but Grevane actually has a Weapon Focus stunt very explicitly.
Argument #6, which you fail to address, is that the Mental Stress cost of Evocation is actually a rather large down-side to having and using it.
1: Sure, magic isn't the only way to break grapples. But my point is that grappling a wizard is hardly the end of the world. Some comments here have suggested otherwise. If the grapple doesn't even have a good chance of blocking one spell, trying for a grapple may not be the best strategy. OTOH, a really tough monster might find it useful for reducing damage below a critical amount.
2: The wording for the +2 with Incite Emotion seemed to leave open the possibility that it would only apply when placing maneuvers or blocks even after the ability gains the power to make attacks.
But yeah, Incite Emotion with the upgrades is pretty freaking brutal: there are no supernatural mental defense or toughness powers, many otherwise formidable combatants will have weak mental defenses, the power can be subtle, Incite Emotions can help in both physical and social conflicts, and it may have an accuracy bonus.
Again though, notice the trend, an attack with an inherent bonus to accuracy is very strong for its cost.
3: Yeah, getting ambushed does hurt a lot more if you don't have a toughness power. However, always on toughness powers don't really seem common in the default character templates and source material. Red Court Infected have Toughness and Recovery, and Changelings can easily justify them. But the Catch of cold iron/steel is easy to satisfy purely on accident with mortal weapons.
Also, spellcasters can pick up enchanted items to add armor or a block to address moments of vulnerability like that, or bad luck. But that's not quite the same topic.
4: That's true. That does essentially free up one highish skill. However, Discipline and Lore do have more non attack use than Fists or Weapons
5: His stunt only applies to maneuvers, which seems more limited than something that applies to attacks.
6: I didn't address the downside of having limited ammo because it's a legitimate downside. It's one that you can try to cover to cover with an additional attack skill (maybe around Fair), doing maneuvers or Assessment actions in between shots, or items. OTOH, grenades or explosives also seem likely to have ammo scarcity.
Still though, I feel that the ability to double the accuracy of other characters (so you essentially never miss AND deal lots of extra damage) is more than worth the downside. The better your offense, the less you need additional shots. It's a real drawback, but it's worth living with it. If you can take a tough enemy or a group in only a few actions, then you don't need to be able to attack dozens of times.
Also, I think there's a potion that can help too.
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it will take a minimum of 14 stress to take them out of the fight in one hit.
Starting on page 327, there are some guidelines for how many consequences NPCs should take before being taken out.
While it's theoretically legal to blast a bunch of normal folks with magic and then narrate a non lethal take out result (perhaps the thugs aren't even hit directly - they just flee after witnessing the powerful magic display
), it's not even strictly necessary. An overchanneled block will leave the wizard pretty safe (or lock down the thug's offensive options). After bubbling up (or turning invisible, etc), the wizard can probably do without direct magic attacks.
IIRC, Elaine's mind fog was almost as illegal as just killing people, so I can't really recommend using it.
Note that my experience has been with our wizard
usually being pretty careful about not shooting humans with high power magic, even when it's been to our tactical disadvantage. Stupid vampire addict acting as a human shield.
It's not like he's been reaping the benefits of player chosen take out results while dosing tons of mortals with chain lightning.
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An unaddressed benefit is that some evocations can also target Might apparently, granting them another effective accuracy boost besides just raw control bonus.