Because optimization in this context is being construed as a negative, and folks don't want to say that's what they're doing? Or folks honestly don't realize that aspect of the rules change?
I mean maybe. I think it's just about people wanting their character to be the character they imagine.
What possible definition of game-breaking? Game-breaking in terms of trivialising encounters, of course. A full caster with the very rare DC increasing spell book/censer/what have you can have a spell save DC of 20 as early as Level 9, and at that point they can completely derail what was supposed to be an epic and challenging fight with a single save-or-suck spell. The beholder, a CR 13 creature (meaning it needs to be a challenging encounter for a party of four level 13 PCs) has a Strength of 10 and a Dexterity of 14, meaning you could make it almost guaranteed that the Beholder will fail a save by using a Strength save or a Dex save spell. Suddenly, your epic confrontation at the end of the dungeon becomes a "I restrain the Beholder with a Maximilian's Earthen Grasp and the Fighter proceeds to pummel the poor thing." And unlike Warlocks, who can only do this two times per encounter with a very limited spell list, the full caster will have a far larger selection of spells and spell slots, meaning that each monster will get at least one laser-precise save-or-suck spell their way.
Until the Beholder...ya know....looks at it.
And if you've given any PC a +3 accuracy boosting item at
level 9, it's your own fault if the changes more than you can adapt for. Very very obviously.
Sure, you can work around this. Legendary resistances, multiple monsters, monsters with abilities that specifically counter the wizard... But all this designs around one specific feature of the full caster with the high spell save DC, and a feature that requires everything else in the game to take it into account or be trivialised is the definition of game-breaking
There is absolutely nothing in the game that fits that description.
The funny thing is, WotC had hours of footage that proved the game-breaking potential of giving DC-increasing items to full casters in the form of Scanlan's Hand Cone of Clarity in Critical Role Campaign 1.
You mean the item that...in no way broke the game? What show were you watching??
This was a homebrew item that was a holdover from the party's Pathfinder game that increased Scanlan the Bard's spell save DC by 1 (so not even close to the +3 provided by the Very Rare version of the items in Tasha's), and Mercer visibly hated the item and how it allowed Scanlan to guarantee that some of his NPCs will fail their saves. Later in the campaign, Mercer would make sure that the item's use was minimal by requesting that Scanlan declare that he's casting via the hand cone (which Scanlan's player, Sam, often forgot to do), and despite that the item was clearly overpowered and completely threw the balance off of some of the encounters.
Mathew Mercer is not a genius. He's just a guy. He had a similar reaction to the damage output of Vax, of all characters. He tuned
down the Gunslinger,
multiple times. For crying out loud Percy would have done more damage with Crossbow Expert and the Battlemaster Archetype.
I love CR, and Matt is a truly wonderful person and very skilled, dynamic, and creative, DM. But the idea that Scanlan broke the game on
any level is just absurd.
Well, of course we cannot know who exactly designed which portion of the book, and it's true that Crawford is the lead designer in both books.
So then, we do know who designed the book. It's not complicated. The same person lead the design of the PHB, and Tasha's.
Also, just to be extra clear, I don't think the design philosophy they chose is in itself an abjectly idiotic/unbalanced/badwrongfun direction. I think the problem primarily came from pivoting the game's core design philosophy halfway through the edition, and that meant that old content was just designed with different priorities in mind and having the two content from different eras felt awkward if not janky.
Okay. You're free to see the design of thegame as "janky", but that's literally nothing more than your preferences not being met as specifically as they were with earlier books. That's it. Absolutely nothing more.
Short rest and "PB per day" archetypes run just fine in the same team. The game just isn't significantly different.
Yes I've seen the twilight cleric in play and we used the various optional race stuff.
Okay, what specific problems came up because of those options?
The archetypes are also tuned fairly high mist of them getting high rankings in tier lists.
Okay. Which ones do you feel are higher powered than any archetype in the PHB?
And things like the class tweaks are also power creep.
No, they aren't. The top tier classes barely got anything, what they did get didn't significantly raise their power level they just fixed some pain points in their design, and the big beefy variant features went to the weakest classes in the game. Absolutely nothing in Tasha's raises the power level above what you can make in the PHB.
If you use the lot you get some powerful combinations eg 18 starting score level 1 without rolling, race and class combi out performing the phb by a bit.
I'm not sure what you mean, here. You could have an 18 starting score at level 1 from the PHB.
And again, I'm gonna need some serious proof before I take seriously the idea that anything in Tasha's or enabled by Tasha's outperforms the PHB.
The better races also benefit more from Tasha's than the weak ones as well.
Examples?
Were Mountain Dwarves generally considered one of thebetter races? I sure didn't see any optimizers playing them outside of dirt simple DPR builds that couldn't be bothered with anything outside DPR spreadsheets.
Meanwhile, I've seen a lot more Goliath Druids and Gnomish Fighters and Barbarians, so...