Is it poor form for reasonably intelligent enemies to focus their fire on the most threatening yet least well-defended...

Is it poor form for reasonably intelligent enemies to focus their fire on the most threatening yet least well-defended character in the party?

Anyone with plate armor and/or a shield is a low-priority target.

Anyone who looks like a fragile assassin-type and anyone who looks like a spellcaster are high-priority targets.

Characters can try to disguise themselves and trick enemies, but this prompts opposed rolls for the enemy to see through the deception.

This makes defender-style abilities useful for breaking up focused fire.

>Is it poor form for reasonably intelligent enemies to focus their fire on the most threatening yet least well-defended character in the party?
Nope.

>Anyone with plate armor and/or a shield is a low-priority target.
If they're swinging a sword or axe in your face then I'd consider that fairly high priority, but sure.

>Anyone who looks like a fragile assassin-type and anyone who looks like a spellcaster are high-priority targets.
I'd be worried about people getting into my side/rear hexes or casting magic, yeah.

>Characters can try to disguise themselves and trick enemies, but this prompts opposed rolls for the enemy to see through the deception.
Sounds reasonable to me. Not sure how long they can keep it up if they're casting magic, though.

>This makes defender-style abilities useful for breaking up focused fire.
That is what people on the front lines normally do, yes. Unless you're outnumbered 2:1 and they can rush people past you (this is what Wait maneuvers are for), then anyone who successfully evades and goes for the back row is looking at a telegraphic attack to the back of their skull.

Entirely depends on the style of game you're running and what your players expect.

Sure, it's 'realistic', but whether or not that's appropriate for the game is a question in itself.

The genre and tone influences these things a lot. Whether you have a full on cinematic combat or split off into duels or go for more gritty/brutal tactics of always attacking the weak.

It's also important to know the system, and know how to use it. In some systems, doing that every time just isn't fun. In others, it's practically part of the rules- 'Geek the mage' is an axiom in Shadowrun for a reason.

No, it is not poor form, but you should use it appropriately. Some dumb Orcs or bandits are probably going to focus on the scary looking Paladin charging right at them, but professional soldiers who know their stuff will focus on the weak yet important support characters. Thus you can used those more difficult enemies to force your players to come up with new tactics and strategies.

I mean, yeah, but it's easy to get too metagamey with it because you know exactly how your party fights.

Well, that depends. When you're commanding enemies, you need to keep in mind what their goal is. One annoying thing enemies the fire emblem games do is, if they see that they can kill one of your units, they will do so even if doing so would be a bad tactical decision in the long run.

Don't do that with your monsters. Monsters should make decisions based on what they are trying to do, and what they are trying to do should not be "kill at least one of the party members." It should be, "win the fight."

Going to disagree with most; unless an intelligent enemy party explicitly intends to sacrifice themselves to do maximum damage, their number one priority should be survival. That means not diving into the enemy ranks and getting surrounded, just for a chance to drop a soft target quickly before you die.
Also, enemies aren't privy to metagame conceits like 'the enemies are likely all roughly the same level'. For all they know, the mage has twice as many hp as the plate wearing dwarf, and a higher AC to boot. That's part of why the deception tactics that OP mentioned seem unnecessarily meta, unless you are expecting to fight an actual adventuring party with similar knowledge and expectations that you would have yourself.
No problem with intelligent enemies shouting instructions to each other (or drow handsign, or whatever) in response to tactical info they've gathered, such as missing on a natural 18 ("hardened target, contain only) or taking a bundle of damage ("someone kill that fucking mage!").

>For all they know, the mage has twice as many hp as the plate wearing dwarf, and a higher AC to boot.
Then he's an even bigger threat.

Unless he has half the dps of the dwarf. If we are talking an average PC caster vs an average PC dwarf in plate, that is unlikely. In-universe, though, enemies seldom fight PCs (as evidenced by them still being alive) and even for battle hardened NPC adventurers the capabilities of a PC group should be very hard to gauge at first glance.

No because it's kind of obvious for anyone who knows some fighting
You have your main fighters and you have your supports. A machine gun for example is a fearsome weapon but usually isn't normally mobile enough to be a main fighting weapon. The machine gun suppresses the enemy so the enemy won't want to come out and die. Then you have rifles which are more mobile to push up closer to the enemy and actually do the killing because the enemy will not face the scary machine gun which will kill them if they face it but if they stay, they can't move and are easy pickings for the rifles. That is why people try to go for the support first. They will target the machine gunners, the marksmen, the grenadiers and shit because those people are the most dangerous and the most suppressive. It works like that in tabletop as well with the most dangerous characters like the casters being the main target.

Tl;dr if they're reasonably intelligent, they'll probably do this

It's poor form if the system you're using arbitrarily disallows the badass with the shield to protect his caster/assassin buddy, ala Pathfinder or some DnD. This is because the system already actively inhibits cohesion and tactics on the players behalf: otherwise, go wild, because a wizard shouldn't look like a god damn wizard if he wants to be a wizard for long.

That being said, deception checks have their own problems, as sometimes a character can be two things at once (what, are you really going to have the Scion to the Duchy of Bumbuck, who happens to be a wizard, have a deception check made against him if he's in noble clothing?).

My issue with this is that it's not always clear who is the support and who is the infantry, or that even intelligent foes are familiar with this kind of conflict. IMO small party combat involving caster/assasin types is fairly rare in most settings, too rare and unpredictable for 'geek the mage' to become common knowledge.

...

The idea of kill the most dangerous person first has existed for who knows how long. It's just most noticeable now because weapons are at their most dangerous now and chances are, the support is the most dangerous. (In dnd, casters and shit) and hell, it's even harder to tell in modern warfare who's who because the only difference in how people look is what gun they're holding and that's kinda hard to tell aside from they are holding some kind of rifle.

Same guy here
Though obviously someone who hasn't had much experience fighting won't know this

Also to me it just seems 'wrong' for mages and bards (less so rogues) to have to hide their class trappings to be tactically optimal. Sure, it kind of makes sense for the wizard to cast Disguise Self so he looks like another plate wearing fighter if the party is ambushed, but what about his wizardly pride? In offical art, we don't see much sign of this behavior. At mid levels, does everyone fight in disguise all the time? While we're at it, seems like it might be better to implement an Aggro system than have to constantly second guess NPC motivations for dps targetting. Or... just have smart enemies default to one of a few reasonable target-agnostic strategies, then let them adapt as seems appropriate.

There's nothing wrong with playing to genre conventions, IMO, instead of some abstract ideal of 'realism'.

Smart foes know to geek the mage, but only a truly skilled warrior can get around the fighter to engage the wizard in melee. Assassins prefer the softest target.

It's generally poor form, because it's hard to do it in a way that makes sense for the enemies. As points out, your enemies' primary goal should be to survive, unless they're absolute fanatics. Running past the armored fighter and getting a sword in the back, then ignoring her hacking at them while they in turn hack at the mage, only makes sense from the perspective of pawns being controlled by an overmind. From an individual perspective, it's pretty much suicide.

Which isn't to say that suicide isn't sometimes appropriate. See stories of soldiers charging machine gun nests and getting gunned down while they take it out. But that should be the exception, not the rule.

I'd limit such tactics to if the enemy had an officer or some other organizing force that is giving them tactical orders, otherwise they devolve into "hit man closest to you"

Like knowing that a troll is weak to fire, it depends on what knowledge they have in-game. I mean, a good assassin or rogue would look like an unassuming commoner most of the time, as do most bards and monks. If the character is obviously dressed like a wizard or sorceress they're fair game, but like the PCs shouldn't know the statblocks of most "out there" encounters without meta-ing, neither should your encounters. But I must stress that I do like it you're treating your encounters like an opposing team of PCs, even if their stats don't match up.

Of course, this goes both ways: if one guy looks like a low-level peasant but he's in a party of beefy armoured dudes, he's obviously more than he appears.

First rule of thumb: it should be obvious to any intelligent creature within the first round or two who the most dangerous person in the enemy group is unless they're intentionally holding back.

Second rule of thumb: if the enemy group has a caster of any kind, the whole group knows that casters are the powerhouse.

Third rule of thumb: all but the most highly trained soldier will ignore the first two rules of thumb in the heat of combat if there's a screaming half-orc shoving a waraxe in their sternum.

Depends on how "hard" the encounter is supposed to be.
If it is a softening, early mook fight, I tend to rule that they are dummies who go fight the big, fighting man, since the skinny man in the bathrobe couldn't possibly be worth worrying about, or else it is just a matter of who is closest and yummiest.
For "harder" encounters, where there is generally some form of leadership, medics and support casters are generally their priority 1 unless otherwise noted. The exact same encounter can be a cakewalk or a terrifying ordeal depending on enemy intelligence.

Not much at low levels, but higher level ones should know better.
There is no problem with Illithids looking for casters and having protections against assasinations, it's part of their lives.

Mind you, it does run into the fact that generally wizards tend to be a non-hardened source of serious offence and support.

So while it is risky to turn your back on the sword swinger it's quite justifiably less risky than not getting up in the cloth casters face.

This is part of why clerics are healers AND tanks.

An averagely setup encounter does not have the status ailments to quickly lockdown a beefy healer, but a smarter party might.

>medics
That's against the Geneva Convention.