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Is Tasha's Broken?
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<blockquote data-quote="Blue" data-source="post: 8607698" data-attributes="member: 20564"><p>I approach this from a different direction. There may be parts of Tasha's, like any book, that I need to review and revise or ban, but Tasha's is too essential to fixing the game to ever think about throwing out the baby with the bathwater.</p><p></p><p>Racial ability score flexibility frees us from the tyranny of race/class combos. Now anyone can play any race with any class and make it work. Have a hankering to play a dwarven cleric (a classic combo)? You can without taking a hit compared to the other players. A half-orc wizard, to play against type? Again, go for it. As the character is the only thing under the player control, and this multiplies the race/class options without falling behind other PCs by many, many times.</p><p></p><p>(And the idea that 1 in 11 gnomes could have a 20 INT, but among all half-orcs in the world there can not be one is ludicrous. Adventurers are already the outliers. 1 in 11 is that with 4d6 drop lowest, the chance that the highest of six rolls is an 18 is 9.3%.)</p><p></p><p>The ranger needed love, and especially the beastmaster ranger. Here we have workable fixes. One of your core archetypes. The Artificer has been a popular class filling it's own niche for several editions and here's the setting-free one, for those who don't want to buy a whole setting book just for a class. Swap "subclass" for "class" and same goes for the bladesinger.</p><p></p><p>Talking about players just having their characters, having actual rules permission to reskin your spells for you is another great thematic element.</p><p></p><p>Now, of the rest some is good, some not as much. Some tables will get great use from the sidekick rules, others from group patrons, others from more advice about Session 0. None of these detract from the game if not needed.</p><p></p><p>Core book Conjure X spells often slowed things down with multiple additional combatants, now we have Summon X that will only bring in one. As a concept at least, that allows summoners characters without as many slowdowns in combat.</p><p></p><p>So if you want to rework of ban certain things, more power to you. But to toss out everything in the book because some of it doesn't fit what you want at your table discards a number of gems of the first water that would have improved your game.</p></blockquote><p></p>
[QUOTE="Blue, post: 8607698, member: 20564"] I approach this from a different direction. There may be parts of Tasha's, like any book, that I need to review and revise or ban, but Tasha's is too essential to fixing the game to ever think about throwing out the baby with the bathwater. Racial ability score flexibility frees us from the tyranny of race/class combos. Now anyone can play any race with any class and make it work. Have a hankering to play a dwarven cleric (a classic combo)? You can without taking a hit compared to the other players. A half-orc wizard, to play against type? Again, go for it. As the character is the only thing under the player control, and this multiplies the race/class options without falling behind other PCs by many, many times. (And the idea that 1 in 11 gnomes could have a 20 INT, but among all half-orcs in the world there can not be one is ludicrous. Adventurers are already the outliers. 1 in 11 is that with 4d6 drop lowest, the chance that the highest of six rolls is an 18 is 9.3%.) The ranger needed love, and especially the beastmaster ranger. Here we have workable fixes. One of your core archetypes. The Artificer has been a popular class filling it's own niche for several editions and here's the setting-free one, for those who don't want to buy a whole setting book just for a class. Swap "subclass" for "class" and same goes for the bladesinger. Talking about players just having their characters, having actual rules permission to reskin your spells for you is another great thematic element. Now, of the rest some is good, some not as much. Some tables will get great use from the sidekick rules, others from group patrons, others from more advice about Session 0. None of these detract from the game if not needed. Core book Conjure X spells often slowed things down with multiple additional combatants, now we have Summon X that will only bring in one. As a concept at least, that allows summoners characters without as many slowdowns in combat. So if you want to rework of ban certain things, more power to you. But to toss out everything in the book because some of it doesn't fit what you want at your table discards a number of gems of the first water that would have improved your game. [/QUOTE]
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