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Sell Me On Tasha's
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<blockquote data-quote="Bacon Bits" data-source="post: 8201865" data-attributes="member: 6777737"><p>I've had scant little opportunities to play D&D since even the Unearthed Arcana that became Tasha's came out. However, I did allow any of the options there.</p><p></p><p>Overall I would describe Tasha's as D&D 5.1. It's incremental, doesn't do a whole lot <em>really</em>, but what it does is pretty good.</p><p></p><p>There is, unfortunately, nothing really there for expanding social or exploration pillars. Battlemasters get some new powers for doing that, but that's really it. I don't think the designers find all that much to fix here.</p><p></p><p>As a DM, I found some of the stuff in the DM's Toolkit at least interesting to read. There are some ideas there that are worth thinking about, but nothing I've directly implemented. Only had a handful of sessions since the book released, though.</p><p></p><p>The racial modifications I have no problem with. The philosophy behind the change is a progressive one, but it's simply what's going to happen going forward. Some people are going to hate them and insist on the traditional fixed stat modifiers, but I was ready to ditch those along with race-class restrictions, class alignment restrictions, and class ability prerequisites. The rules to swap tools and weapon proficiencies are a little sketchy. Letting an elf fighter get 4 tool proficiencies seems a bit excessive; I'd peg it closer to two. I suppose some tables will find dwarves with armor and an Int bonus too appealing. It's not really a problem at my table, though. My biggest complaint here is that humans went from moderately awful to completely terrible; the design of standard humans needs a gross overhaul if these racial modifications are going to be the norm going forward because they simply have no meaningful benefits anymore.</p><p></p><p>The optional class features seem to fall into two categories: 1) things you should already have been able to do if you asked your DM, and 2) things that help bring certain classes into line with their contemporaries, namely beastmaster rangers. It's the lion's share of the books content, and I'm a big fan of all of it. I'm sure some people don't like it, but I think they're good.</p><p></p><p>Bottom line is that I would always choose to play with Tasha's instead of without it as a DM or as a player. If anything I'd say the changes don't go far enough, but the game has been fairly conservative this edition (for largely good reasons). I own it in print and on D&D Beyond.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8201865, member: 6777737"] I've had scant little opportunities to play D&D since even the Unearthed Arcana that became Tasha's came out. However, I did allow any of the options there. Overall I would describe Tasha's as D&D 5.1. It's incremental, doesn't do a whole lot [I]really[/I], but what it does is pretty good. There is, unfortunately, nothing really there for expanding social or exploration pillars. Battlemasters get some new powers for doing that, but that's really it. I don't think the designers find all that much to fix here. As a DM, I found some of the stuff in the DM's Toolkit at least interesting to read. There are some ideas there that are worth thinking about, but nothing I've directly implemented. Only had a handful of sessions since the book released, though. The racial modifications I have no problem with. The philosophy behind the change is a progressive one, but it's simply what's going to happen going forward. Some people are going to hate them and insist on the traditional fixed stat modifiers, but I was ready to ditch those along with race-class restrictions, class alignment restrictions, and class ability prerequisites. The rules to swap tools and weapon proficiencies are a little sketchy. Letting an elf fighter get 4 tool proficiencies seems a bit excessive; I'd peg it closer to two. I suppose some tables will find dwarves with armor and an Int bonus too appealing. It's not really a problem at my table, though. My biggest complaint here is that humans went from moderately awful to completely terrible; the design of standard humans needs a gross overhaul if these racial modifications are going to be the norm going forward because they simply have no meaningful benefits anymore. The optional class features seem to fall into two categories: 1) things you should already have been able to do if you asked your DM, and 2) things that help bring certain classes into line with their contemporaries, namely beastmaster rangers. It's the lion's share of the books content, and I'm a big fan of all of it. I'm sure some people don't like it, but I think they're good. Bottom line is that I would always choose to play with Tasha's instead of without it as a DM or as a player. If anything I'd say the changes don't go far enough, but the game has been fairly conservative this edition (for largely good reasons). I own it in print and on D&D Beyond. [/QUOTE]
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