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

ECMO3

Hero
Basically how many people are you aware of using Tasha's as is out in the wild? Do DMs allow it, parts of it,not allow it or just not aware of it.

How about online for those of you who play online?

To me there's a lot of power creep in in and parts of it obsolete the phb. Only managed one short campaign before Covid restrictions killed the game.

Anyway thinking of starting a new game and drawing a line in the sand as I haven't paid much attention to post Tasha's despite owning several books eg Fizbans, Ravenloft and one of the adventures whose name I forget.

Every DM I play with allows it and I allow it when I DM.

Only thing one of DMs does not allow is moving ASIs, everything else from Tasha's is on the table and even that is on the table for every DM but one. Other setting books like Ravinka, Eberron, Strixhaven etc are banned at some tables I play but not Tasha's.

I have not found power creep to be a problem on any tables I have played, more options yes including more powerful options, but the better subclasses, spells and feats from the PHB are still played a lot and the ones that are not were never really good anyway.

There is a lot of hand wringing on this forum about Twilight Cleric in general and Twilight Sanctuary in specific, but I have seen 3 Twilight Clerics played into tier 2 or 3 (including one I played) and found that feature to be rather underwhelming in play and really only situationally powerful because it costs an action to use, is difficult to use with maximum effect because of positioning and it has to be a long combat to get the most out of the temp hps. There are usually more powerful options to start combat and those optiosn will also end combat quicker. This is especially true when as a TC you usually have initiative close to the top of the order. When the battlefield is not yet set and you are one of the first people to go, there is a high cost to using an action that does nothing on your turn, nothing to the enemies on their turn and nothing for your allies until their turn is over. If you wait and don't use it on the first turn it is not as helpful overall because it relies on being up for multiple rounds to really be beneficial. TS is awesome on an enemy that is throwing charms every turn, but when that is not happening it is "meh" in play IME.

IMO the most power creep in Tasha's is in Ranger class, especially on a Ranger dip, but honestly that was needed. It does take Ranger from being one of the weaker classes to arguably the strongest "martial" but it is closer to its better peers now than it was before.

I've found Fey Wanderer and Tasha's Bladesinger to be the most powerful subclasses in the game in tier 2-3, but not overwhelmingly so and many people here would not even consider them to be the most powerful sublcasses in their class.

Can't play so no gaming and care factor is low atm. No gaming in-store but an event at a club/pub/bar/restaurant with 200 of my closest friends is fine yay.

Well we technically can but no one wants to game wearing masks and it's not worth the owners time opening.
Look at roll20 and other VTTs. Plenty of games out there.
 
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ECMO3

Hero
The party with a Twilight Cleric got TPKed in the second session, so I can't comment on how overpowered it is.

Since Tasha's came out I have played 6 different full campaigns through level 10+, played in another 12 or so one-shots or shorter campaigns and have seen 3 twilight clerics in play. In all those games I've only seen two PCs actually die outright and one of them was in a party where I was playing a Twilight Cleric and I had Twilight sanctuary active when he was killed.

If I had started that fight with something else like Faerie Fire, bless or hold person or even moonbeam or guiding bolt there is a good chance that enemy who downed him would not have killed him.

The Twilight cleric is good and it has a crap ton of ribbons, probably too many, including the best darkvision in the game which is probably overtuned. But in terms of combat power the Bladesingers and Fey Wanderers I have played have been far more powerful and closer to "unbalancing" the game.
 
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the Jester

Legend
I think I disallow more of it than I allow. I am very vigilant about power creep, and it is full of power creep. I'm also pretty hard against anything that removes or reduces the impact of meaningful choices, and it is full of things that do that, too.
 

I'm usually pretty open to most content as long as it falls in the tolerance of the given party/table.

Tasha has a mix of good features, bad features, good ideas with bad implication, and bad ideas with good. On par for experimental content.
 


Burnside

Space Jam Confirmed
Supporter
There is a lot of hand wringing on this forum about Twilight Cleric in general and Twilight Sanctuary in specific, but I have seen 3 Twilight Clerics played into tier 2 or 3 (including one I played) and found that feature to be rather underwhelming in play and really only situationally powerful because it costs an action to use, is difficult to use with maximum effect because of positioning and it has to be a long combat to get the most out of the temp hps. There are usually more powerful options to start combat and those optiosn will also end combat quicker.
Having seen the class in play a lot in tiers 1-3, I think that the Twilight Sanctuary ability is probably causing the most uproar when it shows up in Tier 1 tbh. It's a comically overpowered ability in a level 3 or 4 party. In low tier 2, it's still a bit OP but obviously heavily dependent on the specific circumstances of the encounter, enemies, and allies. By tier 3 it's fine - it's a powerful ability among many other powerful abilities that everyone is deploying.

In short, I think a lot of the issues people have with Twilight Sanctuary might be mitigated if:

1. It showed up at level 6, not level 3

2. The temp hp rolls were streamlined so that every ally in range gets a set amount of temps rolled at the start of the cleric's turn, rather than having to stop and roll and adjust temps at the beginning of every single ally's turn for the whole encounter
 

Basically how many people are you aware of using Tasha's as is out in the wild? Do DMs allow it, parts of it,not allow it or just not aware of it.

How about online for those of you who play online?
I can't say for sure but I can say that it is still a question that gets asked with my group on session 0 "Are we/Can we use the tasha updates"

I also have spoken to 2 old friends not in my current games that one didn't know what Tasha's updates were and has been playing plane PHB+, and the other not only knew of Tasha's but is 100% against it.

here on enworld I have found when I forget that something (like AIM) wasn't in the PHB people get VERY defensive (not everyone but some)... so it is far from universal.
To me there's a lot of power creep in in and parts of it obsolete the phb.
I don't find it does. It mostly to me (and this is a disagreement in what power creep means) buffs weak classes or subclasses not the strong ones.
 

Maxperson

Morkus from Orkus
Basically how many people are you aware of using Tasha's as is out in the wild? Do DMs allow it, parts of it,not allow it or just not aware of it.

How about online for those of you who play online?

To me there's a lot of power creep in in and parts of it obsolete the phb. Only managed one short campaign before Covid restrictions killed the game.

Anyway thinking of starting a new game and drawing a line in the sand as I haven't paid much attention to post Tasha's despite owning several books eg Fizbans, Ravenloft and one of the adventures whose name I forget.

Can't play so no gaming and care factor is low atm. No gaming in-store but an event at a club/pub/bar/restaurant with 200 of my closest friends is fine yay.

Well we technically can but no one wants to game wearing masks and it's not worth the owners time opening.
I allow some, but not all. I will always have specific racial stat bonuses. There will never be a time when you can go up a level and just decide that the subclass you've been using for the last 6 levels has suddenly been forgotten and you instantly know some completely new one. Same with skills.

You can create a custom race. I'm okay with that within reason. And you can pick from the new subclasses, optional class features(chosen before or as you get to them), feats and new spells.
 


Lidgar

Legend
Less.

As in, we don’t disallow it, but only one person in our group has used a subclass from it (Rune Knight). Rest of us looked at it and collectively said “nah”.

I’m not too concerned about whatever direction 5e takes. If one thing 4e/Pathfinder showed us, is that there will always be options for different play styles.
 


Frankly that is what has gotten most use from us—-the feats.

I flirted with taking a. Warlock with an efreet patron. My friend took the twilight cleric.

I guess the basic issue for us is incongruent flavor. It’s hard for me to pinpoint but its a bit “flashy” and superhero for us.

I enjoyed the crusher feat with a mace wielding Paladin. I think I will be taking fey touched with an arcana cleric.
Yep, the feats are its only redeeming quality in our opinions and still, we feel the feats in the PHB are more than enough for the game. This ain't 3ed where feats were given in addition to ASI. Most feats come into play either through playing VHumans (1st level) or around level 4 or 8 (6 or 8 for fighters). And most of the time, players rush their main ability to 20 ASAP usually. If the allocation of feats were more frequent across all classes, maybe. But for the moment, they're mainly for flavour as those in the PHB do the job quite well.
 


Parmandur

Book-Friend
I allow everything in Tasha's even though it is stuffed with power creep. The way I figure this, power creep doesn't really worry me unless and until some of the players stop having fun. My fun derives directly from watching them have fun, so as long as they're enjoying the game, I'm happy.
I don't think it is necessarily "power creep" as was happening in 2E (where designers just slowly made each optiom better each publicstion as a sales tool willy nilly), but a general rebalancing based on years of playtestijg in the field. Aim for the Rogue, for instance, just helps Rogues get what the designers intended for them to get every turn.
 

South by Southwest

Incorrigible Daydreamer
I don't think it is necessarily "power creep" as was happening in 2E, but a general rebranding based on years of playtestijg in the field. Aim for the Rogue, for instance, just helps Rogues get what the designers intended for them to get every turn.
I mean, okay--I can accept it's a rebalancing in line with original intent. What I noticed in it was just that many feats, spells, and options were really good: good enough to obviate a bunch of things in the PHB.

I suspect eventually I'll move over to something like beancounter's position: everything except floating stats.
 

Parmandur

Book-Friend
I mean, okay--I can accept it's a rebalancing in line with original intent. What I noticed in it was just that many feats, spells, and options were really good: good enough to obviate a bunch of things in the PHB.

I suspect eventually I'll move over to something like beancounter's position: everything except floating stats.
Well, in some cases, sure. But I think the changes serve the balance of the game, and presage the integrated Edition revision to come nicely.
 

Blue

Ravenous Bugblatter Beast of Traal
I allow all of it. All spells, all subclasses. The optional features. Floating racial ASI.

Yes, two of the subclasses are perhaps the top subclasses for that class, but having run with one of them the practical benefits of it, taken in the context of my table (my DMing style + my players) have not been OP, just a strong subclass.

The floating ASI allows people to pick race/class combos they would have been disadvantaged to explore before. Racial abilities sadly aren't a large mechanical force, and again in the context of my table all it has done is allow more creativity in coming up with characters, not power creep at all.

For the most part the optional features are filling in gaps. In other places I feel that they are taking classes on the lower end of the power curve and bringing them closer to the middle. That is a buff, but I don't consider it an unwelcome one.
 

Redwizard007

Adventurer
We use it pretty extensively. As a DM I allow all the spells, feats, and optional class abilities but I do draw the line at the Twilight Cleric. I can live with an overpowered subclass or a poorly designed no-coherent-theme subclass, but I'm not going to tolerate one that his both.
I guess I understand the "overpowered" argument, even if I disagree with it, but where are you pulling the "no-coherent-theme" thing from? It's pretty obviously a guardian-of-the-night concept.

I just nerf the darkvision to 90' and call it a day.
 

jgsugden

Legend
I allow everything from WotC. I also add a lot of homebrew in addition to the established materials. As the games I run are generally very well received, and as most DMs I know also run good games and also allow all materials ... the idea that you 'need' or even 'should' restrict any official WotC rules, products, options, etc... is highly suspect to me.

When a new DM tells me that they do not allow certain things, it is an orange flag. I usually ask why and then set expectations based upon their answers. The times that the 'orange flag' elevates to a 'red flag' are when the DM's concerns boil down to concerns that the PCs can use their abilities to do exactly what they're intended to do, but that means they can't run their low level adventure designs against higher level PCs because the PCs can't be allowed to just 'magic' past a problem. Those are the DMs that don't want the PCs to be able to do anything outside of the DM's narrow deisgns. Those are the DMs that want to have players there to play the DM's game - rather than to create a game together as a group. Those are the DMs that use their players to play the DM's game.

I'm not saying all of these orange flags elevate to red flags, either. There are other reasons to not allow certain options - but in my experience, the DMs that restrict options more often than not have trouble letting the players really contribute to where the game goes.
 

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