ToV has a number of things going for it that make it ideal upgrade for anyone looking to move away from WotC but still wanting to continue to use their 5e stuff with minimal adjustments...it's the system for you.
The best parts of ToV
Lineage/heritage/backgrounds - This was my biggest concern going into release, but it's quickly become my favorite part of the whole thing. It gives you SOOOOO much flexibility in how you build your characters. First Lineages are the "genetics" of a species, so it pulls out everything to do with culture, so you don't have "monolithic" species, which leads us to heritages. This gives you where the character is from, where they grew up, all the "cultural" aspects. You can have a Elf lineage with a Cloud heritage and have yourself a high elf, or you can do Elf and Cosmopolitan and do a half-elf (or the inverse and do Human with Cloud) or you could get crazy and do Dwarf-Cloud and do a half-dwarf/elf. There are just so many combinations that it's just your imagination that limits you.
Then there's the backgrounds, what you did for work before adventuring, each one gives you a choice of 3 different talents, typically one from each of the lists of Magic, Martial or Technical, sometimes there are other options like proficiencies in armor or weapons, so you can have that Bard who's proficient in a longsword or Wizard who has Light armor without multiclassing.
Luck - Luck is probably the most talked about/used subsystem of ToV and has been since it was in playtesting, because it's so good. It makes Inspiration so much worse of a mechanic that you really should just use it.
Subclass standardization - Subclasses being standardized is one of the best changes. Everyone gets their subclass at level 3 putting everyone on the same footing. 3/7/11/15 subclass features also allows for easy balancing across subclass features. That does not mean that classes are 4e level of "same-ness" because every class has their distinct class features at level 1. Subclasses that are on theme and (largely) stick to it, instead of being fairly generic, KP isn't afraid of making niche subclasses for a setting, but also making them usable enough outside of it
Classes (except Barbarian, Rogue, Monk) - Almost all classes (save the ones listed) have significant upgrades over 5e 2014, one of the biggest changes is evening out progression so you get something at every level up, whether it's a class feature or subclass feature, this makes it so there are no "dead levels" and makes progression feel good for everyone. Classes that got their subclasses at level 1/2 got the most "glow up". Every class gets a way to regain a core feature with a short rest.
Bard is an arcane castor from the word go now having full access to the Arcane spell list, it's new Bardic Performance feature makes the bard feel more like a musician as it's core feature, getting enhancements from subclasses
Cleric got the choice of Caster or Warrior from level 1 (before and similar to 2024's change).
Druid get's more uses over all from Wild Shape both immediately and in progression, it gains a Draw Power option as well as Beast Form. Beast form got changes and Draw Power gives you an expended spell slot back, subclasses give different options for Wild Shape as well.
Mechanist is a martial version of the Alchemist, while it gains magic through subclasses, it's mostly martial and unique relying on it's augments to buff itself or others.
Ranger, outside of Warlock getting the best changes out of all classes. Gone is Favored Enemy/Foe, Natural/Deft Explorer, in it's place is Explorer giving you a swimming or climb speed, advantage on tracking and moving through nonmagical difficult terrain normally. But the best change is eliminating Hunter's Mark for Mystic Mark turning it to a feature, even if slightly weaker at level one, it grows as you do, doesn't use spell slot to use.
Warlock has the most changes out of all the classes, becoming a half-caster AND pact caster. How does that work? Well by being a Wyrd caster, they have spell slots that they can cast any spell with (even pact spells). Your Pact Boon is moved to level 1 making it easier to know what type of Warlock your going to be from the get go. Pact Magic allows you to cast any of your Pact Spells (which you get with your subclass) without expending a spell slot. So the class becomes a true hybrid and less reliant on short rests, but also more versatility and flexibility
Spell Lists
Arcane, Primordial, Divine, Wyrd
Spell lists are now streamlined into 4 types of spells and giving classes access to the full spell list allows the spells to be more balanced and accessible through subclasses rather than having to make class specific lists.
Game Masters Guide - is probably one of, if not THE best GM's guide printed for all of 5e.
Supplemental books - Outside of the GM, KP has added more supplemental books in the 2 years ToV has been out than WotC has done in 11 years, from Campaign Builders series, to Monster Vault 2, GMG, Labyrinth Worldbook, The Old Mangreve, Book of Blades, upcoming Dungeon Delvers, Northlands setting and Players Guide 2 which will be adding ToV versions of the Witch, Theurge and the new Vanguard.
PDF's - EVERYTHING has PDF's available at an additional (but small) cost. They keep the extra cost down by allowing you to chose between a book or pdf but also bundle them, often adding one is an additional $10, where other companies either don't have them at all (WotC) or charge full price of the book. This makes it far more affordable overall.
Downside of ToV
Barbarian, Rogue, Monk - None of these classes got changes that they could have used, especially monk. Barbarian didn't need much (though their unarmored defense did get an upgrade going to 10+CON, making it less MAD) Honestly the 2024 version of the Monk is a significant upgrade over both 2014 and ToV, it does start to shine with it's subclasses. I feel like Monk could have used the flexibility of being a DEX or STR class like Fighter and Ranger, though the issue is probably with Technique points in general than it is with the class as a whole...but /shrug. Rogue is still the Rogue, I'm not sure if there really is anything to change overall but it didn't get many changes.
ToV still has many of the same issues that plagued 5e in general, but KP has tried to take steps to either fix or mitigate them, specifically they are adding more movement into ToV, through talents, subclass features, optional rules...however they can add it. They want ToV to FEEL different at a base level from 5e.
The best parts of ToV
Lineage/heritage/backgrounds - This was my biggest concern going into release, but it's quickly become my favorite part of the whole thing. It gives you SOOOOO much flexibility in how you build your characters. First Lineages are the "genetics" of a species, so it pulls out everything to do with culture, so you don't have "monolithic" species, which leads us to heritages. This gives you where the character is from, where they grew up, all the "cultural" aspects. You can have a Elf lineage with a Cloud heritage and have yourself a high elf, or you can do Elf and Cosmopolitan and do a half-elf (or the inverse and do Human with Cloud) or you could get crazy and do Dwarf-Cloud and do a half-dwarf/elf. There are just so many combinations that it's just your imagination that limits you.
Then there's the backgrounds, what you did for work before adventuring, each one gives you a choice of 3 different talents, typically one from each of the lists of Magic, Martial or Technical, sometimes there are other options like proficiencies in armor or weapons, so you can have that Bard who's proficient in a longsword or Wizard who has Light armor without multiclassing.
Luck - Luck is probably the most talked about/used subsystem of ToV and has been since it was in playtesting, because it's so good. It makes Inspiration so much worse of a mechanic that you really should just use it.
Subclass standardization - Subclasses being standardized is one of the best changes. Everyone gets their subclass at level 3 putting everyone on the same footing. 3/7/11/15 subclass features also allows for easy balancing across subclass features. That does not mean that classes are 4e level of "same-ness" because every class has their distinct class features at level 1. Subclasses that are on theme and (largely) stick to it, instead of being fairly generic, KP isn't afraid of making niche subclasses for a setting, but also making them usable enough outside of it
Classes (except Barbarian, Rogue, Monk) - Almost all classes (save the ones listed) have significant upgrades over 5e 2014, one of the biggest changes is evening out progression so you get something at every level up, whether it's a class feature or subclass feature, this makes it so there are no "dead levels" and makes progression feel good for everyone. Classes that got their subclasses at level 1/2 got the most "glow up". Every class gets a way to regain a core feature with a short rest.
Bard is an arcane castor from the word go now having full access to the Arcane spell list, it's new Bardic Performance feature makes the bard feel more like a musician as it's core feature, getting enhancements from subclasses
Cleric got the choice of Caster or Warrior from level 1 (before and similar to 2024's change).
Druid get's more uses over all from Wild Shape both immediately and in progression, it gains a Draw Power option as well as Beast Form. Beast form got changes and Draw Power gives you an expended spell slot back, subclasses give different options for Wild Shape as well.
Mechanist is a martial version of the Alchemist, while it gains magic through subclasses, it's mostly martial and unique relying on it's augments to buff itself or others.
Ranger, outside of Warlock getting the best changes out of all classes. Gone is Favored Enemy/Foe, Natural/Deft Explorer, in it's place is Explorer giving you a swimming or climb speed, advantage on tracking and moving through nonmagical difficult terrain normally. But the best change is eliminating Hunter's Mark for Mystic Mark turning it to a feature, even if slightly weaker at level one, it grows as you do, doesn't use spell slot to use.
Warlock has the most changes out of all the classes, becoming a half-caster AND pact caster. How does that work? Well by being a Wyrd caster, they have spell slots that they can cast any spell with (even pact spells). Your Pact Boon is moved to level 1 making it easier to know what type of Warlock your going to be from the get go. Pact Magic allows you to cast any of your Pact Spells (which you get with your subclass) without expending a spell slot. So the class becomes a true hybrid and less reliant on short rests, but also more versatility and flexibility
Spell Lists
Arcane, Primordial, Divine, Wyrd
Spell lists are now streamlined into 4 types of spells and giving classes access to the full spell list allows the spells to be more balanced and accessible through subclasses rather than having to make class specific lists.
Game Masters Guide - is probably one of, if not THE best GM's guide printed for all of 5e.
Supplemental books - Outside of the GM, KP has added more supplemental books in the 2 years ToV has been out than WotC has done in 11 years, from Campaign Builders series, to Monster Vault 2, GMG, Labyrinth Worldbook, The Old Mangreve, Book of Blades, upcoming Dungeon Delvers, Northlands setting and Players Guide 2 which will be adding ToV versions of the Witch, Theurge and the new Vanguard.
PDF's - EVERYTHING has PDF's available at an additional (but small) cost. They keep the extra cost down by allowing you to chose between a book or pdf but also bundle them, often adding one is an additional $10, where other companies either don't have them at all (WotC) or charge full price of the book. This makes it far more affordable overall.
Downside of ToV
Barbarian, Rogue, Monk - None of these classes got changes that they could have used, especially monk. Barbarian didn't need much (though their unarmored defense did get an upgrade going to 10+CON, making it less MAD) Honestly the 2024 version of the Monk is a significant upgrade over both 2014 and ToV, it does start to shine with it's subclasses. I feel like Monk could have used the flexibility of being a DEX or STR class like Fighter and Ranger, though the issue is probably with Technique points in general than it is with the class as a whole...but /shrug. Rogue is still the Rogue, I'm not sure if there really is anything to change overall but it didn't get many changes.
ToV still has many of the same issues that plagued 5e in general, but KP has tried to take steps to either fix or mitigate them, specifically they are adding more movement into ToV, through talents, subclass features, optional rules...however they can add it. They want ToV to FEEL different at a base level from 5e.