How is you Tales of the Valiant game going?

Reynard

aka Ian Eller
Supporter
It has been out for a while now, so i am curious how folks' ToV campaigns are going.

What kind of game/campaign are you playing? How do the new rules compare to vanilla 5E? Have you incorporated any non-ToV rules in, either from Kobold, WotC or otherwise?
 

log in or register to remove this ad

Your post title says “Tome” not “Tales” which might be confusing to some.

Unfortunately, I don’t have any actual play experience to report yet. We’re in the middle of a Pulp Cthulhu campaign as well as a DCC one. We are planning on using TotV the next time we want to play some 5E. The changes to the classes, especially unified subclasses, resonate with our group more than the 2024 ones. Other highlights for us are the addition of luck, the separation of lineage (ancestry/race) and heritage (culture), motivation instead of quirks/flaws with backgrounds, ritual spells, and their version of weapon masteries.

We wish they addressed some of the problematic spells more than they did. There were not a lot of initial subclasses (although I believe they have about 50 now, but a number are in other books).
 


I’m running Tales of the Valiant for my Sunday game and we’re really enjoying it. I don’t know that I have anything remarkable to say except that we dig it. I think having weapon masteries as a trade off for damage is a good move. I love the luck system so much I’ve replaced inspiration with luck in all my 5e games. I haven’t yet used doom points but the characters are just sixth level. Anyway, it’s great fun.
 

There were not a lot of initial subclasses (although I believe they have about 50 now, but a number are in other books).

Regarding the initial lack of subclasses in the ToV Player's Guide, be sure to check out the upcoming Player's Guide 2 Kickstarter - this book will have a TON of new subclasses!! :)




More Heroes. More Options. Player's Guide 2 Launches in May!

Tales of the Valiant RPG takes a huge step forward with Player's Guide 2! Answering the call from fans for more, well, everything, the kobolds have cooked up an expansive new collection of player options to take your campaign to greater heights of adventure and high fantasy.

You'll find 3 new heroic core classes, dozens of new subclasses to take your favorite characters down an alternate path, as well as expanded rules for downtime and base-building, plus new magic items, spells, and rituals to fill the halls of your new home.

Sign up to be notified at launch, and be among the first to check out the Player's Guide 2 Preview PDF!

 

Was running a campaign for a while that fizzled out (scheduling issues, game was fine). Lots of fun was had though.

Currently playing in an Empire of the Ghouls campaign using ToV rules, and it's going great. It's not a "pure" ToV game, but it's using it as its core set of rules, converting 2014 5E subclasses, and using some of the 2024 5E rules, where the GM prefers them.

Luck is actually getting used a lot, unlike inspiration in my experience. I feel like that simple mechanic replacement is a huge contribution to the whole 5E game engine. The ToV monsters when swapped in are noticeably cooler.

All in all it's going great.

Hope to start a new ToV game up.
 

It has been out for a while now, so i am curious how folks' ToV campaigns are going.

What kind of game/campaign are you playing? How do the new rules compare to vanilla 5E? Have you incorporated any non-ToV rules in, either from Kobold, WotC or otherwise?
It’s fantastic. Current campaign has been going on for almost 5 months. PCs just made level 3. It’s set in Zobeck. Mostly straight ToV, but I always liked and used inspiration, so I’m keeping it. I also home-brewed a really good true Alchemist Class for a PC.
 

My game in it ended, but that was more due to “this still has separate initiative combat that I don’t like” more then anything else. Players really loved the character creation / ancestry bits.
 

Remove ads

Top