I allow it and am running and playing in multiple campaigns where it's in use. There is absolutely some power creep but it's not a disaster or anything.
One campaign has a Twilight Cleric who is now level 7, and the Twilight Sanctuary ability can trivialize some encounters and as written slows down combat with everybody rolling for temps at the beginning of every one of their turns - we've modified it so that the cleric rolls once on their turn and that's the amount of temp HP everybody gets at the start of their turn. I would agree with those that say it's a badly-designed ability.
Haven't seen the Peace Cleric in action yet. I have various players currently using the Swarmkeeper Ranger, Soulknife Rogue, Wild Magic Barbarian, and Circle of Stars Druid and all are very fun and I have no problem with any of them. I'm currently running an Oath of the Watchers Paladin who is now level 7 and I would likewise say it's very good.
I've allowed all the option rules since the book came out and none of them have caused any issues; many of them are quality-of-life improvements or simply allow players to back out of unsatisfactory choices they may have made when they level up (like switching fighting styles or cantrips). Nothing game-breaking at all. My Paladin has the Blessed Warrior option (2 cleric cantrips instead of a fighting style) and it helped me make him closer to the character I envisioned. Power-wise, having Guidance and Toll the Dead on him is definitely very good but you do feel the absence in combat of having one of the traditional fighting styles so I'd say it's quite balanced. I see rogues use Steady Aim a fair amount when they have no other way to get sneak attack, but again they are sacrificing all their movement and their bonus action to do it, so it feels balanced to me. The changes to spell lists seem more like correcting oversights than anything else, and all seem appropriate for their classes.
I have seen zero problems whatsoever with the new uncoupled racial ability score modifier options. We always use standard array, so honestly you're not gonna see any wacky results just because the scores are maybe a point or two more optimized. If you use some rolling method or enhanced array that results in inflated scores overall, maybe you'd see more issues.
Aside from Twilight Sanctuary, I'd say the only other annoying thing for me coming out of Tasha's is that they added a bunch more summoning spells. I applauded 5E's previous restraint in this area, as summoned creatures generally represent more admin and tend to bog down combat.
One campaign has a Twilight Cleric who is now level 7, and the Twilight Sanctuary ability can trivialize some encounters and as written slows down combat with everybody rolling for temps at the beginning of every one of their turns - we've modified it so that the cleric rolls once on their turn and that's the amount of temp HP everybody gets at the start of their turn. I would agree with those that say it's a badly-designed ability.
Haven't seen the Peace Cleric in action yet. I have various players currently using the Swarmkeeper Ranger, Soulknife Rogue, Wild Magic Barbarian, and Circle of Stars Druid and all are very fun and I have no problem with any of them. I'm currently running an Oath of the Watchers Paladin who is now level 7 and I would likewise say it's very good.
I've allowed all the option rules since the book came out and none of them have caused any issues; many of them are quality-of-life improvements or simply allow players to back out of unsatisfactory choices they may have made when they level up (like switching fighting styles or cantrips). Nothing game-breaking at all. My Paladin has the Blessed Warrior option (2 cleric cantrips instead of a fighting style) and it helped me make him closer to the character I envisioned. Power-wise, having Guidance and Toll the Dead on him is definitely very good but you do feel the absence in combat of having one of the traditional fighting styles so I'd say it's quite balanced. I see rogues use Steady Aim a fair amount when they have no other way to get sneak attack, but again they are sacrificing all their movement and their bonus action to do it, so it feels balanced to me. The changes to spell lists seem more like correcting oversights than anything else, and all seem appropriate for their classes.
I have seen zero problems whatsoever with the new uncoupled racial ability score modifier options. We always use standard array, so honestly you're not gonna see any wacky results just because the scores are maybe a point or two more optimized. If you use some rolling method or enhanced array that results in inflated scores overall, maybe you'd see more issues.
Aside from Twilight Sanctuary, I'd say the only other annoying thing for me coming out of Tasha's is that they added a bunch more summoning spells. I applauded 5E's previous restraint in this area, as summoned creatures generally represent more admin and tend to bog down combat.