Black Flag Sell Me on Tales of the Valiant

Reynard

aka Ian Eller
Supporter
This thread is aimed at peopel that have actually played Tales of the Valiant as their 5E game, and like it. Anyone, of course, can offer up their opinion, but if you have not actually ed played it I am not sure you can tell me anything reading a review can't.

With that said: why did you choose -- and importantly -- stay with tales of the Valiant over 5E 2014 or 2024? What works in. What is new? What is comfortable? What doesn't work, but is doable? How compatible is it with stuff that has come before, both Kobold and other (including WotC)? Who is it for?

Thanks.
 

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aco175

Legend
I wanted to make a character with both systems at level 1,5, and 10 to see what mattered and compare both the 5.0e. I have not gotten around to it, but interested if someone did.
 

Chaltab

Hero
I've not actually played but since I've wrote homebrew subclasses and converted them 2024, TOTV, and A5E I have a semi-decent feel for the changes, at least on paper.

I think TOTV is going to feel like a lot more like a 2014 game with a moderate power boost to the baseline and a slight nerf to nova. Smite and Stunning Strike both got nerfed and the Monk's buffs are honestly pretty limited compared to 2024. Fighters, Barbarians, and Rangers get significant boosts, and everyone can take an ASI and a Feat Talent at each level. But there's nothing like Weapon Mastery where you get a rider on every hit. Weapons do get some options, including something that might actually make the sling situationally optimal, but unless you're a particular Fighter subclass you have to choose between weapon options and damage for each hit.

Niche protection is enforced a bit more strongly than 2014. Talents are siloed off into Martial, Magic, or Technical by default, though some subclasses get access to more than one list. It also has four spell lists instead of one for each class. The bad news is that spells haven't been adjusted as much, so problem spells are still pretty problematic. There are a few judicious nerfs and buffs but not as many as 2024.

Rituals is another thing I'm not sure about in actual play: each class that gets them chooses them separately from their normal spell lists. The upshot is that you will know more rituals + spells overall, which is effectively a flat buff to casters with rituals.
 

Shardstone

Hero
Publisher
Read it, tried it. Preferred 2024 to ToV; the class design was too similar to 2014 imo and I think 2014 classes were middling to ok, so ToV is the same. Only real difference is more feats. I
Subclasses in particular feel anemic. Great monster book tho.
 


Shardstone

Hero
Publisher
I would say, if you like the MIdgard setting or KP adventures, ToV becomes a more attractive option, as supplements and stuff they're producing tie in pretty well with their minor ToV hacks. Midgard is a fantastic setting, IMO worthy of being a core D&D setting like Greyhawk and Faerun, so I do suggest it on those grounds.
 

tsadkiel

Legend
I run a mixed table - players are free to pilfer from nearly anything in the 5e ecosystem. But Tales of the Valiant is the official baseline. I picked it because it's available in PDF, there's a low cost softcover version, the core rules are two books rather than three, and I prefer their take on some specific issues like Backgrounds and Rangers .

And it works fine - it's 5e, and I did not expect or particularly want a revolutionary game experience, but it's a solid interpretation of the rules and it works for me.
 




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