So, with all this buzz about the Wildemount Campaign setting coming out in the near future, it made me go back and think about the Tal'Dorei guide that came out a couple of years ago. Much to my chargine, it's been taken off DTRPG and can now only be found at Green Ronin's online store, which begs the question: why? Why has it been taken down? Is Tal'Dorei and Exandria at large WotC property now? Will it be up here on D&D Beyond in the near future? If anyone has anything that might illuminate me on this subject I'd appreciate it greatly.
The Tal'Dorei Guide was an "independent" book, not made with a collaboration with WotC. Wildemount Guide, on the other hand, is made with WotC, therefore is considered an official D&D book.
So, with all this buzz about the Wildemount Campaign setting coming out in the near future, it made me go back and think about the Tal'Dorei guide that came out a couple of years ago. Much to my chargine, it's been taken off DTRPG and can now only be found at Green Ronin's online store, which begs the question: why? Why has it been taken down? Is Tal'Dorei and Exandria at large WotC property now? Will it be up here on D&D Beyond in the near future? If anyone has anything that might illuminate me on this subject I'd appreciate it greatly.
~ thecoolgmguy
Likely a decision made by Green Ronin to maximize their profits, knowing sales would spike in the wake of the new book announcement. Creators retain rights to products posted on DriveThruRPG and are free to sell them elsewhere (unlike DMsGuild) and remove them at any time. DriveThru does get a cut of any product sold through their store. So Green Ronin gets more profit if you buy from them directly.
I've contacted them on social about this but no reply. Might do a followup as I'm really interested in getting the full picture of Exandria, but really want the PDF version
I read on Reddit today that the Critical Roll license reverted back to Critical Roll, who then obviously granted it to Wizards for Wildemount. It's strange that you can't buy the book at all though, I'd assume that even if the license expired, current products would still be produced and sold. Again, I read this on Reddit, so who knows if that's the real reason or not.
Critical Role would not "grant its license" to Wizards for EGtW. They would collaborate and allow Wizards the use of their intellectual property. Just the same way Geek and Sundry did not sell Critical Role to Green Ronin for production of the Tal'Dorei guide. Both of those products belong to their respective companies; 'Critical Role', the brand/show, still belongs and will always belong to the CR team.
Why Green Ronin pulled the book down, I do not know. Hopefully it'll go back up. Until then, get to your local gamestore and see if they can't scrape up a copy for you somewhere.
You're talking about the forthcoming (or is it out already) Tal'Dorei book? This thread is about an earlier iteration of that setting.
But yes, like every other non WotC official 5e book produced by a third party press, if you want to incorporate it into your D&D Beyond Tools, you'll have to homebrew it.
Yes, anything from that book will have to be created individually as private homebrew. The one possible exception is the Oath of the Open Sea -- there's a version of it available here, but I don't know if it's the same as what got published in the new book. If it's only slightly different, you can use the existing one as a base to create a homebrew version.
Tal'Dorei Campaign Setting Reborn reprints the Oath of the Open Sea paladin (with a modified domain spell list that includes two brand new spells) and the Cobalt Soul monk. Everything else will need to be homebrewed, as the TDCGR is an independent third-party book just like the original Green Ronin book. Given how fasr behind DDB is on implementing regular Wizards of the Coast content, it was really a fond daydream at best that even their chummy relationship with CR would lead to this book in their system.
The good news is that most of the player-facing options in TDCGR are pretty straightforward to brew up. The subclasses are pretty clean and don't tend to mutz with the base class features, unlike the Captain Insane-o subclasses in Exploring Eberron as one example. Implementing TDCGR classes is pretty simple, and I did all the feats except Thrown Arms Master in less than an hour. TAM can't really be done, but it's also a drastic mess and kinda bizarre so eh.
Nevertheless. neither the original Green Ronin book nor the new Darrington Press book will be implemented 'officially' in DDB. Git'cher overalls on and grab the toolbelt, time to get the homebrew stills working again.
My saddest thing about Tal'Dorei Campaign Setting Reborn is that one of the magic items I wanted got put it in but another one did not.
My best bet at this point would be to hope perhaps it's in the call of the netherdeep (which would require me to pick that up than, which I had previously decided I probably won't) and I'd rather go with a "pre-made" version for slightly more balance than try to base it off how what was originally played in the campaign it existed in.
I mean just look at the Boots of Haste, he wisely nerfed those to not give other DM's headache, but still create a moderately useful item.
My saddest thing about Tal'Dorei Campaign Setting Reborn is that one of the magic items I wanted got put it in but another one did not.
Like just make it your self and add it to the campaign. Making magic items is easy as hell to do.
Well it's not hard, but I have an easier times balancing things if I come up with them from scratch or tweak them if I feel they are underpowered. The one that I wanted featured I had a hard time telling if it was over powered personally and therefore it would have been easier to see if they got toned down at all, or adjusted (for example the boots of haste, one could argue was overpowered as it was, and when they got included in the new book, Matt simply just let them give you the haste action for a minute, versus the haste action and adding on to your movement).
My saddest thing about Tal'Dorei Campaign Setting Reborn is that one of the magic items I wanted got put it in but another one did not.
Like just make it your self and add it to the campaign. Making magic items is easy as hell to do.
Well it's not hard, but I have an easier times balancing things if I come up with them from scratch or tweak them if I feel they are underpowered. The one that I wanted featured I had a hard time telling if it was over powered personally and therefore it would have been easier to see if they got toned down at all, or adjusted (for example the boots of haste, one could argue was overpowered as it was, and when they got included in the new book, Matt simply just let them give you the haste action for a minute, versus the haste action and adding on to your movement).
Boot's of haste have gone through so many versions from hour long, spliting the time how ever you want, suffering no ill effects, just letting you cast the spell. ect ect ect. there a broken item in general because they **** with the action economy. for example having a barbarian that can hit three times, because some cases the boots aren't casting the spell but just acting like the spell. So they can rage and run across the battlefield faster then a monk.
Haste is one of the spells which still exist because it is hold over from a earlier editions. Honestly though it doesn't really matter how broken a item is aslong as your party doesn't abuse the ******* thing like helm of teleportation which is so often abused to hell. I made a absurd item for a Campaign which let you in theory capture anything and use it as a companion it was the pokeball. never once came up because the player had a umbreon in it and never wanted to lose it.
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So, with all this buzz about the Wildemount Campaign setting coming out in the near future, it made me go back and think about the Tal'Dorei guide that came out a couple of years ago. Much to my chargine, it's been taken off DTRPG and can now only be found at Green Ronin's online store, which begs the question: why? Why has it been taken down? Is Tal'Dorei and Exandria at large WotC property now? Will it be up here on D&D Beyond in the near future? If anyone has anything that might illuminate me on this subject I'd appreciate it greatly.
~ thecoolgmguy
The Tal'Dorei Guide was an "independent" book, not made with a collaboration with WotC. Wildemount Guide, on the other hand, is made with WotC, therefore is considered an official D&D book.
Long story short, DDB would love to have it, but can't because legal reasons.
Likely a decision made by Green Ronin to maximize their profits, knowing sales would spike in the wake of the new book announcement. Creators retain rights to products posted on DriveThruRPG and are free to sell them elsewhere (unlike DMsGuild) and remove them at any time. DriveThru does get a cut of any product sold through their store. So Green Ronin gets more profit if you buy from them directly.
https://cast-party.com/
Update: Now the pdf has been completely taken down off of dtrpg and the Green Ronin online store. Does anyone have an idea of what's going on?
That question is best asked of Green Ronin. The rest of us can only speculate.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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I've contacted them on social about this but no reply. Might do a followup as I'm really interested in getting the full picture of Exandria, but really want the PDF version
Find my D&D Beyond articles here
I read on Reddit today that the Critical Roll license reverted back to Critical Roll, who then obviously granted it to Wizards for Wildemount. It's strange that you can't buy the book at all though, I'd assume that even if the license expired, current products would still be produced and sold. Again, I read this on Reddit, so who knows if that's the real reason or not.
Hopefully that might answer your question though.
Critical Role would not "grant its license" to Wizards for EGtW. They would collaborate and allow Wizards the use of their intellectual property. Just the same way Geek and Sundry did not sell Critical Role to Green Ronin for production of the Tal'Dorei guide. Both of those products belong to their respective companies; 'Critical Role', the brand/show, still belongs and will always belong to the CR team.
Why Green Ronin pulled the book down, I do not know. Hopefully it'll go back up. Until then, get to your local gamestore and see if they can't scrape up a copy for you somewhere.
Please do not contact or message me.
Does this mean all the subclasses will have to be played on here via homebrew imports?
You're talking about the forthcoming (or is it out already) Tal'Dorei book? This thread is about an earlier iteration of that setting.
But yes, like every other non WotC official 5e book produced by a third party press, if you want to incorporate it into your D&D Beyond Tools, you'll have to homebrew it.
Jander Sunstar is the thinking person's Drizzt, fight me.
It came out earlier this week.
Yes, anything from that book will have to be created individually as private homebrew. The one possible exception is the Oath of the Open Sea -- there's a version of it available here, but I don't know if it's the same as what got published in the new book. If it's only slightly different, you can use the existing one as a base to create a homebrew version.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Tal'Dorei Campaign Setting Reborn reprints the Oath of the Open Sea paladin (with a modified domain spell list that includes two brand new spells) and the Cobalt Soul monk. Everything else will need to be homebrewed, as the TDCGR is an independent third-party book just like the original Green Ronin book. Given how fasr behind DDB is on implementing regular Wizards of the Coast content, it was really a fond daydream at best that even their chummy relationship with CR would lead to this book in their system.
The good news is that most of the player-facing options in TDCGR are pretty straightforward to brew up. The subclasses are pretty clean and don't tend to mutz with the base class features, unlike the Captain Insane-o subclasses in Exploring Eberron as one example. Implementing TDCGR classes is pretty simple, and I did all the feats except Thrown Arms Master in less than an hour. TAM can't really be done, but it's also a drastic mess and kinda bizarre so eh.
Nevertheless. neither the original Green Ronin book nor the new Darrington Press book will be implemented 'officially' in DDB. Git'cher overalls on and grab the toolbelt, time to get the homebrew stills working again.
Please do not contact or message me.
My saddest thing about Tal'Dorei Campaign Setting Reborn is that one of the magic items I wanted got put it in but another one did not.
My best bet at this point would be to hope perhaps it's in the call of the netherdeep (which would require me to pick that up than, which I had previously decided I probably won't) and I'd rather go with a "pre-made" version for slightly more balance than try to base it off how what was originally played in the campaign it existed in.
I mean just look at the Boots of Haste, he wisely nerfed those to not give other DM's headache, but still create a moderately useful item.
Like just make it your self and add it to the campaign. Making magic items is easy as hell to do.
Well it's not hard, but I have an easier times balancing things if I come up with them from scratch or tweak them if I feel they are underpowered. The one that I wanted featured I had a hard time telling if it was over powered personally and therefore it would have been easier to see if they got toned down at all, or adjusted (for example the boots of haste, one could argue was overpowered as it was, and when they got included in the new book, Matt simply just let them give you the haste action for a minute, versus the haste action and adding on to your movement).
Boot's of haste have gone through so many versions from hour long, spliting the time how ever you want, suffering no ill effects, just letting you cast the spell. ect ect ect. there a broken item in general because they **** with the action economy. for example having a barbarian that can hit three times, because some cases the boots aren't casting the spell but just acting like the spell. So they can rage and run across the battlefield faster then a monk.
Haste is one of the spells which still exist because it is hold over from a earlier editions. Honestly though it doesn't really matter how broken a item is aslong as your party doesn't abuse the ******* thing like helm of teleportation which is so often abused to hell. I made a absurd item for a Campaign which let you in theory capture anything and use it as a companion it was the pokeball. never once came up because the player had a umbreon in it and never wanted to lose it.