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*Dungeons & Dragons
Is Tasha's Broken?
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<blockquote data-quote="Ondath" data-source="post: 8607682" data-attributes="member: 7031770"><p>While Twilight Cleric (rightly) gets the majority of flak, I think magic items that allow non-Warlock spellcasters to increase their spell save DC are also a major sign of power creep. Earlier 5E design direction was adamant on keeping options to increase your save DC limited for full casters, mostly because high DCs can make casters completely overpowered when they target a monster's weak saves. The only exception to this was the Warlock, who got the only magic item that increases save DCs in the form of the Rod of the Pact Keeper, and this was justified by Warlocks having very limited spell slots (and thus needing to make sure that their few spells actually hit when they did).</p><p></p><p>Come Tasha's, we have magic items for all full casters that increase spell save DCs to various degrees (from only a +1 bonus on uncommon, which is easy to craft if your game uses crafting rules, to a major +3 bonus which can be game-breaking under 5e's bounded accuracy). I can't help but think that these spells were the result of a slew of new designers looking at what magic items they could put in the book and going "Huh, it looks like the old guard made items that increase a Warlock's spell save DC but none for other casters. That's odd, let's just add those!" without thinking why that option was not made available in the first place.</p><p></p><p>I find many of 5E's aesthetic design choices post Tasha's to be sensible, but I think mechanics-wise the game got really bad after this, from uncounterable signature NPC spells to busted subclasses. While I'm curious to see what kind of an edition this new guard will design once they get to overhaul the entire system in 2024, I get the feeling it won't be the kind of game I'm interested. Luckily for me, the old design principles are still here (and expanded upon in a direction I like in games like Level Up!).</p></blockquote><p></p>
[QUOTE="Ondath, post: 8607682, member: 7031770"] While Twilight Cleric (rightly) gets the majority of flak, I think magic items that allow non-Warlock spellcasters to increase their spell save DC are also a major sign of power creep. Earlier 5E design direction was adamant on keeping options to increase your save DC limited for full casters, mostly because high DCs can make casters completely overpowered when they target a monster's weak saves. The only exception to this was the Warlock, who got the only magic item that increases save DCs in the form of the Rod of the Pact Keeper, and this was justified by Warlocks having very limited spell slots (and thus needing to make sure that their few spells actually hit when they did). Come Tasha's, we have magic items for all full casters that increase spell save DCs to various degrees (from only a +1 bonus on uncommon, which is easy to craft if your game uses crafting rules, to a major +3 bonus which can be game-breaking under 5e's bounded accuracy). I can't help but think that these spells were the result of a slew of new designers looking at what magic items they could put in the book and going "Huh, it looks like the old guard made items that increase a Warlock's spell save DC but none for other casters. That's odd, let's just add those!" without thinking why that option was not made available in the first place. I find many of 5E's aesthetic design choices post Tasha's to be sensible, but I think mechanics-wise the game got really bad after this, from uncounterable signature NPC spells to busted subclasses. While I'm curious to see what kind of an edition this new guard will design once they get to overhaul the entire system in 2024, I get the feeling it won't be the kind of game I'm interested. Luckily for me, the old design principles are still here (and expanded upon in a direction I like in games like Level Up!). [/QUOTE]
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