• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Is Tasha's More or Less The Universal Standard?


log in or register to remove this ad

I mean, Skill saves are pretty significant, and intelligence ones are usually more plot relevant in my experience. Heck, Passive Investigation is a pretty big deal by itself.
I see as almost as much stealth as I see int checks combined and when you add in acrobatics it evens out.
 

I haven't seen the specific statements from WotC staff about this -- and I'd like to see them, but I don't want to hunt for them -- I would guess that what they meant is that the differences in value of various abilities are not factors in balancing the game. Not that they're equal, not that they are balanced, but that the designers don't consider those differences when balancing elves vs. dwarves or rogues vs. wizards. I'm speculating.

Now THAT makes sense.
 

What they said is that a +2 to one stat us worth the same amount as +2 to another. I'm the context of this topic, that means a High Elf with +2 Strength and +1 Charisma doesn't need to be rebalanced, because the balance is value neutral in regards to which Attribute is raised in an ASI.

We really need the source, not one person’s interpretation of it.
 




I disagree. Youn can get a full point of AC on Monks, Warlocks, Wizards, Sorcerers, Rogues and Druids in addition to better saves for the most important save in the game.
In short you change the effect of incoming attacks or spells less than one time in twenty. It's nice but I wouldn't go so far as to say "A lot of importance".
Your claim is this is important because of save DC well with two 16s you have a higher save DC for Rangers, Paladins, Monks, Eldritch Knights, Arcane Tricksters, Psi Warriors and Rune Knights.
The main one of those that should be forcing save DCs regularly is the Monk (Stunning Fist). The Rune Knight has only two runes that inflict saving throws, meaning that on average one roll gets its result changed at most once every ten rests on average if you have a 16 rather than 14 Con, take all the saving throw options you can, and fight all out every rest. Literally the only saving throw spell I've seen a paladin use is Compelled Duel (I'm not calling Blinding Smite bad - just I've never seen it). Arcane Tricksters are similar; a good illusion doesn't provoke a save.
Aside from DC, for A Fey Wanderer Ranger you get a full 3 point boost to all your charisma skills with a 16, with a Gloomstalker you get a higher initiative, with a Paladin you get a bonus to all your saves and those of allies nearby.
Again we're talking about an effective change of one roll in 20 on something that you don't roll often.

The reason your primary stat is so important is that you are going to be rolling against it or forcing other people to roll against it almost every turn, sometimes multiple times. And it's something you choose. Again a second 16 at a cost elsewhere is nice but I wouldn't go so far as to say "A lot of importance".
 


Says the guy whose argument depends on it. I’ll give you style points, anyway.
I have nothing to prove, actually. If there is a burden of proof, it is on anyone who wants to suggest that Tasha's rule options are against the designers intent. The designers who wrote it.

They have talked about this, please, by all means, don't take my word for it.
 

Into the Woods

Remove ads

Top