D&D General Cthulhu by Torchlight Brings Mythos To D&D

The supplement is called Cthulhu by Torchlight and includes subclasses, feats, and spells designed for 5E.
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Dungeons & Dragons 5E lead designer Mike Mearls' latest project combines his current and former employers--on D&D Beyond you can now access a digital exclusive product from Chaosium which brings the Cthulhu Mythos to D&D 5th Edition.

The supplement is called Cthulhu by Torchlight and includes subclasses, feats, and spells designed for 5E.

Cthulhu by Torchlight adds a new subclass to each of the character classes in the new Player’s Handbook, along with over two dozen Mythos-themed spells, a new background, and new Origin feats. For DMs, it holds over 20 horrid monsters of the Cthulhu Mythos. Rules for Passions and Dreadful Insights amplify roleplaying by putting mechanics behind your characters’ personality, while the skill challenge rules provide a framework for investigation, interaction, and other non-combat encounters.


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Until I see some good content in it or a good thing backing it up, I'm gonna stick to the amazing and (effectively-)official "Sandy Petersen's Cthulhu Mythos for 5e".

This appears to add, or fail to add:
A paltry 23 monsters out of all the amazing possibilities? (The prior book has more than 3 times that many! And that's not even counting variant forms. And the amazing special design of abilities and traits that goes into the Great Old Ones to make them more interesting than mere "big bois with beefy HP".)
No need for a ton of new subclasses, even if they are fun.
NO NEW PLAYABLE SPECIES?
NO SANITY RULES?!
Just one new background?
A measly 7 magic items, 5 of which are variety of tomes? Meh.

I LOVE Lovecraftian horror, but what I'm seeing does not sound like any serious attempt to bring that to D&D. The original book is FAR superior even at just face value. And at actual value for the content. This new book does not sound worth $30. Maybe as much as $15. Especially if it is locked to D&D Beyond.

If it helps clarify, I'm the DM of my groups and this does not sound like it does much more than just empower players using a hint of Lovecraftian setting. It might be fun for players, for sure! But for a setting, or content to add to a homebrew game? Nope.
 



If you allow me, I dare to say this may be working like a "pilot episode" to test our reaction and interest. If WotC earns enought Chaosium's trust then this could feel encouragered to publish more titles in D&DB.

Have you seen the new playable "species" from Chulthutech: the Shadow war?

Would you like the durulz (humanoid ducks) from Glorantha/Runequest like a D&D playable specie?
 


Until I see some good content in it or a good thing backing it up, I'm gonna stick to the amazing and (effectively-)official "Sandy Petersen's Cthulhu Mythos for 5e".

This appears to add, or fail to add:
A paltry 23 monsters out of all the amazing possibilities? (The prior book has more than 3 times that many! And that's not even counting variant forms. And the amazing special design of abilities and traits that goes into the Great Old Ones to make them more interesting than mere "big bois with beefy HP".)
No need for a ton of new subclasses, even if they are fun.
NO NEW PLAYABLE SPECIES?
NO SANITY RULES?!
Just one new background?
A measly 7 magic items, 5 of which are variety of tomes? Meh.

I LOVE Lovecraftian horror, but what I'm seeing does not sound like any serious attempt to bring that to D&D. The original book is FAR superior even at just face value. And at actual value for the content. This new book does not sound worth $30. Maybe as much as $15. Especially if it is locked to D&D Beyond.

If it helps clarify, I'm the DM of my groups and this does not sound like it does much more than just empower players using a hint of Lovecraftian setting. It might be fun for players, for sure! But for a setting, or content to add to a homebrew game? Nope.
I bought it, and from what I've read, it's designed more in line with CoC adventures in mind: short campaigns revolving around investigations and cults with players not knowing anything. Sandy's book goes more in depth, making it better for longer campaigns that go heavily into the lore
 

I bought it, and from what I've read, it's designed more in line with CoC adventures in mind: short campaigns revolving around investigations and cults with players not knowing anything. Sandy's book goes more in depth, making it better for longer campaigns that go heavily into the lore
And, imo, there is room for both kinds of play.......

I said I wouldn't buy this, but I might just to support @mearls , we'll see.....
 



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