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Tasha's Cauldron of Everything: An In-Depth Review
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<blockquote data-quote="Crit" data-source="post: 8130865" data-attributes="member: 7027023"><p>"Earn the moral high ground." Not to be rude, but what do you mean there? It's a DM-approved book that enables optional character building freedom and, like, 15 pages of weather. This sounds like you have a problem with your players, not the book. </p><p></p><p>I disagree with your other comment. Wildfire druid (as a concept) makes perfect sense. Wildfires are relevant to ecology, and therein eco-wizards, to say the least. Didn't you say that your take is based on UA? I wouldn't review the book that's supposed to revise something based on what it's revising. I'm sorry to hear that you dislike SCAG cantrips and don't want more cantrips, but may I ask why? They have a clear place in the game and community. Everyone I've met with a spell caster character has had one of those cantrips, and most builds I see online mention one or both too. Also, no tactics? I don't know what to say other than I disagree here too. You haven't read up on many of the subclasses like those for Fighter, Sorcerer, Artificer, Wizard, etc. The new feats, spells and cantrips often have additional effects that have tactical significance- Mind Sliver is an obvious go-to cantrip for setting up Save DC spells, and Booming Blade has always been valued for some level of battlefield control. Tasha's mind whip does similar, forcing enemies to prioritize their turn options. Summon spells are valuable too, giving spell casters one strong central companion rather than disposable weaker summons or none at all. Magic items were cool too, here. </p><p></p><p>I'm happy that you personally can handle monster parleys, group patrons, etc., but now there are official rules for it, making it accessible/standardized for the community as a whole. I would suggest finding a place to read TCoE online, or borrow the book from someone. I'm sure it'll be a less "terrible" thing for your group if you talk things out with them or something.</p></blockquote><p></p>
[QUOTE="Crit, post: 8130865, member: 7027023"] "Earn the moral high ground." Not to be rude, but what do you mean there? It's a DM-approved book that enables optional character building freedom and, like, 15 pages of weather. This sounds like you have a problem with your players, not the book. I disagree with your other comment. Wildfire druid (as a concept) makes perfect sense. Wildfires are relevant to ecology, and therein eco-wizards, to say the least. Didn't you say that your take is based on UA? I wouldn't review the book that's supposed to revise something based on what it's revising. I'm sorry to hear that you dislike SCAG cantrips and don't want more cantrips, but may I ask why? They have a clear place in the game and community. Everyone I've met with a spell caster character has had one of those cantrips, and most builds I see online mention one or both too. Also, no tactics? I don't know what to say other than I disagree here too. You haven't read up on many of the subclasses like those for Fighter, Sorcerer, Artificer, Wizard, etc. The new feats, spells and cantrips often have additional effects that have tactical significance- Mind Sliver is an obvious go-to cantrip for setting up Save DC spells, and Booming Blade has always been valued for some level of battlefield control. Tasha's mind whip does similar, forcing enemies to prioritize their turn options. Summon spells are valuable too, giving spell casters one strong central companion rather than disposable weaker summons or none at all. Magic items were cool too, here. I'm happy that you personally can handle monster parleys, group patrons, etc., but now there are official rules for it, making it accessible/standardized for the community as a whole. I would suggest finding a place to read TCoE online, or borrow the book from someone. I'm sure it'll be a less "terrible" thing for your group if you talk things out with them or something. [/QUOTE]
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