Title | : | Tasha’s Cauldron of Everything (Dungeons Dragons, 5th Edition) |
Author | : | |
Rating | : | |
ISBN | : | 0786967021 |
ISBN-10 | : | 9780786967025 |
Language | : | English |
Format Type | : | Hardcover |
Number of Pages | : | 192 |
Publication | : | First published November 17, 2020 |
The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
EXPANDED SUBCLASSES. Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.
MORE CHARACTER OPTIONS. Tasha's Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character's racial traits and customizing their origin.
INTRODUCING GROUP PATRONS. Whether you're part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments.
SPELLS, ARTIFACTS & MAGIC TATTOOS. Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign.
EXPANDED RULES OPTIONS. Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.
A PLETHORA OF PUZZLES. Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.
Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook. Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.
Tasha’s Cauldron of Everything (Dungeons Dragons, 5th Edition) Reviews
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I skimmed this last night. Basically, it's a collection of bells and whistles, both for the players and the DM. The players get new subclasses, class features, and class paths. The DM gets more spells, more magic items, and more tools to use for crafting adventures.
Honestly, I'm not sure how much use I'll get out of this since I'll mostly be doing done and one adventures at irregular intervals. On the other hand, some things are really interesting, like the new class paths for the Rogue.
I wouldn't say this is an essential 5e book but it definitely has some things people can get some use out of in it. Sadly, I will not likely be playing enough to do so. -
There's a real hodge-podge of ideas in this supplement for the 5th Edition Dungeons and Dragons game, a little something for everyone.
It kicks off with some new options for character classes, many of them variations on the more familiar ones. I particularly liked the section on Artificers, which bring a bit of steampunk flavor to the table. The Armorer variant of the Artificer practically turns the character into a fantasy version of Iron Man. There are definitely some cool possibilities there.
The second section covers group patrons, should the adventuring party wish to have some person or group backing their exploits. There are some nice options for continuing campaigns in here.
Next is magic items and spells, because one can never have too many of those.
And the book concludes with a section for game masters intended for spicing up their adventures. It adds options for parleying with monsters among other goodies.
Although this is a game manual, I could also see it being useful if one is writing a fantasy novel or some other endeavor where the ideas could spark something. I haven't played D&D in ages, and am unlikely to pick it up again anytime soon. But this was a fun read. -
This book provides additional character options and rules for Dungeons & Dragon campaigns similar to Xanathar's Guide to Everything. It's always nice to have more subclasses, which provides more character diversity in games. Other things that I liked in this book were the sections on running a session zero, the addition of patrons, and options for the effects of supernatural regions.
There was some chatter on the internet that this book would resolve some of the problematic issues surrounding race in the game (for example, some races always being evil). The section is actually very brief and it feels like an afterthought. It would have been better to devote more pages to this. For example, they could have described some more characters and settings that break the stereotypes of the genre. That would have inspired players more to try out the rules. Anyway, there are third-party sources that are available that do this better. In other words, if you are buying this for the revised racial system, you might be better off buying something else.
One thing that I didn't like about this book was the flavor text. In past books, Xanathar and Mordenkainen's running commentary on the contents of their books was slightly entertaining. However, Tasha comes across as snarky and basically dismisses everything that appears in the book, which is a real mood killer. -
The highlights were the Twilight Cleric and the Magic Tattoos.
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Tasha's Cauldron of Everything offers some great tools to further customize a group's DnD experience. I found many of this new, optional rules (such as the reallocation of racial characteristics, new base class features) useful to integrate into my existing campaign. The added spells, feats, classes, and subclasses are always a welcomed addition. But what this book does best, in my opinion, is give the DM additional tools to flesh out their world. From side kicks to patron mechanics to regional affects form various supernatural phenomenon Tasha's really opens the world up in fun and challenging ways for all involved. This is a good addition to an existing DnD library and offers plenty of fun tools and options for players and DMs alike.
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I've only used a couple of the class variants out of this, as well as the Artificer, but they have all been great.
Most importantly, I'm pretty sure this book is where my DM got the "sidekick" feature from, and he is making such amazing use of it in our long-running campaign that I will forever be grateful to this book for existing. -
This is a lot like Xanathar's Guide to Everything with fun new stuff. I genuinely prefer how XGTE and, now, this book are organized over some of the other supplemental books from Wizards of the Coast. I was able to read through quickly, find what I wanted, and know that I'll be able to find it again easily.
There are several things I really love including the tattoo spells, quite a few of the new sub-class choices, etc. A whole section on puzzles may or may not get used often, but when I need a puzzle on the fly I know that's going to be handy. Solid supplement with some fun stuff I can't wait to explore. -
Got this for xmas, finished already. That should sum up the review.
I feel like this is definitely aimed at players who didn't start just a few months ago who had already seen (if not played) almost every variant of each class. I already feel overwhelmed with choice, and honestly react with "oh fuck even more subclasses to stress over not picking" to most of the first section. When you can barely get one campaign meeting once a week, it's just something that takes a LONG time to explore and get to play with everything. This kind of overabundance of choice honestly stresses me out a bit.
That said, the changes to the classes were fantastic and I'm going to have a second "session zero" for my campaign that is on hiatus after the players reached 5th level and completed the prefab module we were doing where they can retroactively apply some of the new features (looking at you, Steady Aim for our Rogue so we don't have any more, "I shoot my crossbow...it misses? Ok I'm done," turns). We'll also be converting the adopted Goblin into a sidekick and turning their new business partners into patrons.
The rules for those last few things are great and make a few very common scenarios easier on DMs. You're not going to say "no you can't keep the goblin" to the players, instead you have to scramble to figure out how to make it work. Having that defined ahead of time simplifies things, since it's basically a running joke in the community that parties will always adopt the NPC that was supposed to have a single line to point them in the right direction.
The patron system in particular is a godsend right now. It would have been awkward to convert this to an Acquisitions Inc. franchise campaign at this point and I don't want to add in a ton of overhead and baggage that comes with that. The patron model, however, lets me easily convert interactions with two NPCs who gave them a 10% stake in their business into very convenient sources of questlines to get the business up and running.
The last section of random phenomena related to some sort of triggers is the one thing I'm undecided if I'll use. It definitely shakes things up in terms of filling in random encounters; it's good to have another option instead of just always having another trash mob appear. -
The latest sourcebook for 5th edition follows the style of Xanathar's Guide as an optional expansion of material for players and DMs. Essentially selected articles from WotC's unearthed arcana playtest material this may be repetition for some.
The content has a good variety, and you'd be challenged not to find anything of use here. The new subclasses increase the variety available now to bewildering levels, and there's some great ones here. The three new Psi subclasses are fun, as are the druid subclasses. It also offers an option to change subclass during campaign, which at first I was uncertain, but offers an alternate to multi classes.
The optional change to race bonuses was fairly small print for me, and felt a little tacked on. Probably won't use that.
The patrons section was surprisingly good, with some excellent ideas that made me think a lot of books I've read or series I've watched. Some fun flavour there for my next campaign.
The spells and magic items are always welcome, and the environmental rules/ magic zones could be situationally useful. Finally the puzzles section provides some clever structures (and cheats/hints) that will probably need adapting as your players will have read them all before you put it into a dungeon!
My only gripe is that despite the quality of the content it felt rather thin for the cost. Might be me getting miserly, but the prior book (Rime of the Frost Maiden) was a beast in size.
Anyhow, worth a look in my opinion. -
Lots of fun extras in here, but mostly I just wanted to read up about all the new subclasses. While this wouldn't be a good starter book for a new DnD player, it's essential reading for anyone who wants to get the most out of their character building.
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There are certainly a lot of new fun subclasses and items to add to gameplay in here. Also, I got the alternative cover and it is beautiful.
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TCOE gives a lot of great subclasses and has quite a few quality of life improvements to make the game more approachable and lean more towards role play. The social contract fully stated, flexibility In character creation, and progression as well as more access to magic for all classes.
Beyond these generalities I love the tattoos adding depth to the whole world, the artificer finally feels viable as well as addressing how much the spirit & psionics for players has been ignored.
That all being said this book lacks the meat to add to my regular session bag but is still useful. As expected it's more XGtE than Volos. -
There are definitely some options in here I could see myself using. And others that seem pretty underwhelming. Also, a lot of very similar options for different classes. In the end though, it's still D&D5E and there are no significant changes here. Even the much-praised optional rules for making the different races less monolithic really don't go far enough.
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Depth, not breadth seems to be how Wizards of the Coast is approaching their D&D5e books, and I heartily approve. Tasha's Cauldron is in the same spirit as
Xanathar's Guide to Everything, giving new options and advice for players and Dungeon Masters alike.
The first chapter is filled with new options for characters. New specialties, optional rules, and the official debut of the Artificer class. While I find some of the options to be a bit overpowered, some like the Bladesinger for wizards and the Rune Knight path for fighters to be very interesting. As with anything, groups need to decide what they want to use. The one real disappointment for me in this chapter was the Fathomless patron for warlocks. It could be better labeled as the Hentail patron. Tentacles everywhere!
Chapter 2 is all about patrons, Those institutions of powerful individuals who might sponsor an adventuring party. This is a very good chapter, filled with all sorts of great campaign hooks. The party could be hired by a mysterious agent of an arcane society and sent to retrieve objects, or by a scheming noble to carry out missions to weaken his enemies. The chapter is a little table-happy, but still excellent.
It would be a D&D book without magic stuff, and that's what Chapter 3 is all about. We get a good number of new spells; a long list of new magic items, including magic tattoos, and a nice little essay about customizing spells. This bit reminded me of Ars Magica's spell signature. In short, it encourages players running arcane spellcasters to add a signature to their spells. A Hexblade Warlock might have "ravens" as his signature. His Eldritch Blast would be a stream of spectral ravens shooting out at the target. It's a good idea.
Finally, Chapter 4 is the Dungeon Master's toolkit. It starts with a great section on how to run "Session Zero," the first meeting of players and GM. How to build a party, defining hard and soft limits for actions in the game, things like that. Really good advice. Following this is a short section on sidekicks, where we finally get NPC advancement blocks. A very good section on how to parley and bribe monsters is followed by sections on supernatural regions, magical phenomena, and natural hazards, all of which will make any game better.
Finally, there is a short section of puzzles, including several excellent examples of puzzles to use in games with handouts.
Tasha's Cauldron should be on every Dungeon Master's shelf. -
Really nice fleshed out additions to D&D. The class stuff alone is worth it, but you get so much more, including magical tattoos! Good stuff.
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Muy buen libro en su conjunto, que permite ampliar el sistema, con ayudas para el master y mejoras en la personalización del juego y de los personajes. Muy satisfecho con esta lectura. Le daré uso a buen seguro.
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Приятно е тежките и сериозни четива да се разреждат с малко подсилващи въображението книги. Tasha’s Cauldron of Everything предлага редица интересни опции както за играчите, така и за водещите на ролевата игра, като най-значителен принос има с въвеждането на псиониката (колко ми липсваше досега!), сподвижниците на героите и отдаването на особено внимание на околната среда, примесена с магия. Отлагах я дълго, но после я изчетох на един дъх.
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Although definitely a must buy/read for 5e, I’m disappointed in this super hyped expansion. The new subclasses/player options are great and inspired. Lots of good stuff here. That, combined with the new spells and magic items, make up the bulk of the actual good stuff of this book.
Unfortunately, that’s only like half of the book. The rest of it seems almost superfluous to me. The patron stuff could be created by any experienced DM. The Parleying with Monsters stuff is also not all that useful/original. Honestly, the only thing that is really interesting in the whole second half are the sidekick rules and that will only apply to a few groups.
Overall, it’s a decent book that could have been amazing if there was less filler content. -
A cool book, there are lots of interesting things in here for the DM, plus some subclasses. The artwork is gorgeous throughout.
The one negative thing I have to say is about the magic items, there's a ton of them in this book but many of them basically have stats that are cookie-cutter. Then again it's not likely that a party will ever have more than one or two of these, so it's not a deal breaker. And this flaw is overshadowed by seeing the return of old AD&D edition artifacts in 5th edition. -
A fun mix of new material to sprinkle into campaigns. Nothing too earthshaking.
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Lots of good stuff here--I'm particularly excited about the puzzle chapter, because I've been thinking about adding puzzles to my game for some time but haven't the foggiest idea about how to do it. This helps a lot by providing types of puzzles, ideas for how to adjust difficulty, and ideas for how to change the answer (or clues) to be thematically tied to your campaign. One issue I have with puzzles that this doesn't really give me concrete ideas towards is how to introduce them without just taking a sledgehammer to immersion: What is the in-game reason that a clue accompanies a puzzle? If solving the puzzle grants access to a space, treasure, etc. why would whomever hid said space or treasure include a hint towards revealing it? Wouldn't they already know the hint? Slapping a sign with the initiating hint on it on the wall seems a little weird. Some of the proposed puzzles get around this by having friendly characters in the room deliver the initial hint. I suppose this premise could be expanded to having the quest-giver or an expert or something give the party the first clue before they get to wherever the puzzle is, which I might try, because without the initial hint while the puzzles could certainly still be made solvable my poor players would not likely think to try puzzle-solving techniques.
As for the class upgrades and subclass changes--I'm certainly intrigued! I'm especially pleased they added revivify to the druid spell list because my party has no divine spellcasters, so our druid and bard are our main healing engines. Neither of them having a way to undo character death from combat was getting a little challenging--we were getting around it by not exactly following the rules for scrolls so they could cast spells from other classes if they had a scroll (which I might keep anyway to let them get a hint of what other classes could be like: they're new--or, since we've been playing regularly for like nine months--new-ish players and it's a small party so a bit more exposure to what's possible in the game can be really fun) but thematically it just makes sense to me at least for a druid to have revivify.
Another thing I'm super excited about is group patrons. My players want to play together but aren't, historically, super in-depth with their backstories. This can make it a little odd for the first few levels to figure out a reason they're all hanging out and adventuring together: it kind of ends up being, "I randomly ran into these folks and then just kept hanging out with them for.....some reason....until we got to know each other well enough that I want to be around them" Group patrons not only get around this issue by giving the players a reason for their characters to take a quest together, it also sets up a way for them to (particularly in conjunction with the session zero guidelines) to think about building their backstories together rather than individually, which I think would appeal more to the folks I play with. However, I thought the 'being your own patron' section was underwhelming in terms of providing interesting mechanics for having your players run a guild/criminal organization/political institution etc. If you want to do that, I'd really suggest looking into Matt Colleville's third-party Strongholds and Followers supplement and his video on downtime, because as written here it's not detailed enough in terms of things you'll want to do and how to roleplay your characters setting up their organization to be anything other than a little line on their character sheet that almost never comes up.
Overall, a lot of great and exciting concepts here, but some of them don't quite answer questions I have on the topic. Not inherently a problem, as different folks might be looking for different things, but something that for me makes this a four-star product rather than five. This book certainly formalizes and offers official strategies for things that are, by my impression, widely adapted at home gaming tables already, such as making character race tied to alignment explicitly optional, providing guidance on switching proficiencies etc to customize character backgrounds, and allowing spell casters to change their known spells at certain level ups. The emphasis in this one is, "D&D is your game and what you want to make it", which has always been a through line in their books but here is geared toward assisting players in disrupting fantasy tropes and conventions if they want to rather than just re-iterating them, which is something that irked me in the Players Handbook. I'd definitely recommend it but, as always with D&D sourcebooks, with the disclaimer that it's not necessary and if you're looking at the game like, "jesus, I don't want to read that much" you really do not have to. -
Before
Wizards of the Coast released
Tasha’s Cauldron of Everything, much was made in the media that the book would at least begin to address the issues of racial essentialism in D&D, particularly as that racial essentialism stems from The Lord of the Rings and other, similar works of classic epic fantasy. And that Tasha's Cauldron of Everything does—begin to address that issue. Tasha's' treatment of the subject is a bit superficial, but the fact that even that superficiality represents a meaningful and concrete start to official recognition of the discussion is certainly a step in the right direction. (And while RPGs such as
Fate of Cthulhu address racism and bigotry head-on, others, such as
Warhammer Fantasy Roleplay, do a less adequate job, so WotC is to be commended, at least to the extent that they've started the process.)
All that being said, the substance of Tasha's Cauldron of Everything is quite good. The options for PC class builds are interesting (and at least one of my players has, in fact, adopted one of those builds), the ideas for supernatural regions and parlaying with adversaries are useful, and the discussion of a "session zero"—as in Fate of Cthulhu—is truly welcome as well. But where the flavor quotations from the "author" in, say,
Mordenkainen's Tome of Foes at least had the appearance of whimsy, those in TCoE feel merely flippant and distract from the overall tone of the book. (And, while we're at it, a friend pointed out that WotC already came out with
Xanathar's Guide to Everything, so this book's use of almost identical title terminology feels a bit lazy as well.)
But TCoE should arguably be judged on its content, and what that content does it does well. Perhaps a measure of the quality of a supplement to a fantasy roleplaying game should be its usefulness, and, given that Wizards of the Coast has in fact sometimes missed the mark (as I recall with
Eberron: Secrets of Xen'drik), that this volume is, in fact, useful is a relief. -
I was really excited to read this one.
I picked it up because I heard that it did interesting things with character creation, and that it provided a leg up for the Ranger core class. It does all this and more. First, character creation.
Lots of options here for customization. Unlike previous books, which provided generators and tips for adding flavor, there are numerous mechanical options here. When I heard that TCoE would allow players to mix and max race options, I was afraid that it would open the door to illogical powergaming, without respect to lore. While powergaming is definitely an option, as it always is, the lore is still intact. For instance, if you wanted to build a wizard in the past, then it was recommended to go High Elf, Tiefling or Human to get a bonus to Intelligence. A dwarf wizard would always be inferior for lacking that, which discouraged roleplay possibilities. Now, with TCoE, a player can officially state that "my dwarf character was more studious than other dwarves, and so he is more intelligent, but he's not quite as hardy as other dwarves." There is no official way for non-dwarves to get explicitly dwarfish racial abilities, like their poison resistance, so that is reassuring.
Also on the same subject, is the idea of changing class features and even archetypes mid-campaign. I'm a dungeon master, and so I've had my share of players who want to change things up about their character or even start a new character. I've struggled to find ways to accommodate those requests within the story. Again, I'm a lore guy. I want to keep things consistent and make sure that those things have an in-universe and lore-based reason. This book helps with that by providing mechanical ways to allow and, at the same time, regulate character changes. It also has fun lore-based reasoning examples.
Next is the Ranger core class update. All the classes received new archetypes or other options, but the Ranger is the only one that got a total overhaul. Seriously, these aren't additional features so much as they are replacement features. I understand that there is some disappointment over how the official overhaul isn't as powerful as the Unearthed Arcana, but I feel that is to be expected. In my experience, UA is always really powerful and then it gets toned down for official rules after playtesting.
Finally, Sidekicks. The last thing in my review is going to be about the rules for sidekicks. I'd like to do more, but I'm trying to keep this review short (ish). Sidekicks/pets/etc. have long been on the fragile end in 5E. There's a lot of roleplay potential in them, and interesting character build options for them, but they're only viable at the lower levels. These new rules make them more viable, because they can level up with the PC and gain other benefits. I say this from a place of experience. In my home game, a player befriended a pseudo-dragon, and I used these rules to make the tiny creature less squishy.
Trickster Eric Novels gives "Tasha's Cauldron of Everything " an A+ -
Full disclosure, I didn't read every spell, magic item and puzzle in this book, but I would say I got to a good 60-70% of it. What I read I liked. I really enjoyed the one-liners from Tasha and think this works better than longer paragraphs from a "tour guide" or "narrator", which I don't usually read.
The Artificer was interesting, though the "Iron-Man" version was a little out there for me. I liked the subclasses and the optional features for classes, though I worried sometimes while reading that 5th edition already favored the players and this seemed to make them even more powerful.
Didn't care much for the "sidekicks" section, I think just having a lower level character as a sidekick works fine. "Parleying with Monsters" seemed like a waste of time, but as I started reading the "desired offerings" I thought this section was a great way to come up with some plot hooks, so that's what I would use it for. "Environmental Hazards" was really cool, though rolling often on the tables could get to be a little too much. Really you could just farm the tables to place effects at specific locations. The puzzles were decent, but I've never been big on puzzles for the sake of puzzles, so probably wouldn't use them.
I've got the alternate cover and I love it! I don't really like the regular cover. Lot's of nice art inside and the normal 5e layout.
My favorite line in the book was "Don't feel restricted by the options in the Monster Manual or by the limitations of the animate object spell..." I saw this kind of thinking in the book a couple times and I really love this philosophy and how they're trying to get people to "get loose with it". If there's not a spell that does what you want your bad guy to do, just make it up. If you think it would be really cool if your evil wizard big baddie had a pet goblin that breathed fire., then just give it to him. You don't need to wait for Wizards to publish a book with fire breathing goblins in it.
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For some reason I came to like the book more on my second perusal. I think most of my underwhelmedness on the first read was that I thought the "lineage system" was going to be more of a thing. The book has a few guidelines for modifing fantasy races that more or less take up two pages. Perfectly useful two pages, but if you are buying this book for the hype around the Lineage System . . . just do some google searches and know you can switch out your stat bonuses / languages / proficiencies.
Note: I am not a person who gets involved in the minutate of stat maxing, so I can't judge the subclassess on that front. But has a rogue player the concept of the "phantom" subclass (rogues who have a connection with death itself and can even release the cries of the dead on their enemies) now strikes me as awsome. Other favorites: Twilight Cleric Domain (a lot of my D&D characters worship the moon / moon goddesses) , Psionic Fighter, Way of Mercy Monk, Fathomless and Genie Patrons, and of course the Artificer class.
I also very very much like the idea of group sidekicks. Usually in a party of 5, 1-2 people have to miss each session. The world is what it is. Having a sidekick that can fill in a gap now and then seems very useful when balancing the game with real life, and to be honest who wouldn't want an adorable little monster pet to be their party's mascot?
So my review is basically this: if your main intent in buying this book because of the lineage system, don't. There's nothing wrong with it, but you can't justify a hardback on it when D&D beyond's can step you through most if not all of it for free. But if the subclassess seem cool to you, you want to play an Artificer, you want a team sidekick and/or your a DM who just wants access to every single magic item thats in the official canon, its a good buy. -
A lot of aspects frustrate me with Tasha's. Not all of which are actual aspects in Tasha's.
I'm not a fan of codifying that there are no codified rules. It frustrates me that they had to make rules to remind people that if they don't like the 'races' they don't have to use the strict rules about what the racial traits were. It's frustrating.
I'm not a fan of the power creep, it seems clear that this is a money grab. I'm fine throwing money at the company on some level, I just wish it were not so clear that this in so many ways is a replacement for all the subclasses that came before. It takes a lot of work to continually challenge your players. And unless you are playing My Lil Pony D&D, I expect my players to feel some sense of imminent death to their Pc's is always on the table. Power creep doesn't make it any more work, it just perpetuates the problem.
A mirror to Xanathar... It seems clear that they were attempting to mirror the amazing work that XGtE was, and it is sad. The bullshit waste of pages outlining the fighter battlemaster maneuver combinations... wtf wizards. Some of this book seems so clearly to just be editorial filler and not real content. Like it is pulled from a community forum and not professional writers producing a quality product to serve their base.
I wish they could take a hint from their distant sibling, cousin, missing friend... Games Workshop, and try to make money off the game in other formats. Because combining Dm and player material in one book is silly. At least in XGtE they made sure to focus on the aspect of tables and information to create, nothing spoiler wise. A chunk of this book, is effectively spoilers if you are not a DM. It doesn't even offer creative 'tables' like XGtE. -
Tasha’s Cauldron of everything is my new favorite Dungeons and Dragons handbook. While most D&D books take a serious, in-depth look at the game, Tahsa’s manages to mix humor, accessibility, and incredibly cool magic into any one page.
In case you are confused as to what Dungeons and Dragons is, and/or what the purpose of a “D&D Handbook” even is, I’ll give a quick explanation. Dungeons and Dragons is a tabletop game that mixes math, role playing, and imagination to let you live out your other-worldly fantasies. The purpose of a handbook is to add on additional options for players to choose from while making their worlds or characters.
Tasha’s Cauldron of Everything is unique in terms of dungeons and dragons handbooks. While most assume the person reading already has a full understanding of the rules of the game, Tahsa’s certainly does not. It mixes classic parts from older handbooks with exciting new features, meaning a player of any skill level can pick up the book and immediately immerse themselves in new character ideas. It also adds something D&D books have been missing for a long time: humorous footnotes! The titular Tahsa has left comments on almost every aspect of her book, containing surprisingly modern humor, coming from a fantasy witch.
My one real complaint concerning the book is that you still need a Players handbook to play the game, and that the Player’s handbook wasn’t written like this in the first place.
I would absolutely recommend picking Tasha’s up to any D&D player, from the newest to the oldest, I guarantee you’ll have a fun time.