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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Sell Me on Tales of the Valiant
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<blockquote data-quote="zakael19" data-source="post: 9551001" data-attributes="member: 7044099"><p>- The GMG is an excellent book for a conventional game. It brings in a lot of the 4e DMG stuff that was missing in 2014 (significant details on how to actually, you know, run and coordinate a game of D&D from a table/social contract/etc perspective), and has thoughtful optional subsystems looking to newer trends in gaming coming out of the narrative scene and such (clocks, factions, etc), but all adjusted to work with the play loops of d20 5e.</p><p></p><p>- I prefer the classes almost across the board to the 2024 5e ones. Lots of good reinforcement of class fantasy through core abilities, decent decision space for both in and out of combat. I think there's a pretty similar amount of "power creep" or "expanded abilities" to 5.24, but the monster and challenge guidance is here at the same time. Perhaps the one "downside" is the lower amount of subclasses, but on the other hand they're mostly more interesting?</p><p></p><p>- The monster manual is very good. Between this and Flee, Mortals! I think you have a great coverage of interesting encounters to deploy. The math is a lot easier to follow, and it's full of guidance from people who clearly were thinking of how to make everything usable by DMs on teh fly.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9551001, member: 7044099"] - The GMG is an excellent book for a conventional game. It brings in a lot of the 4e DMG stuff that was missing in 2014 (significant details on how to actually, you know, run and coordinate a game of D&D from a table/social contract/etc perspective), and has thoughtful optional subsystems looking to newer trends in gaming coming out of the narrative scene and such (clocks, factions, etc), but all adjusted to work with the play loops of d20 5e. - I prefer the classes almost across the board to the 2024 5e ones. Lots of good reinforcement of class fantasy through core abilities, decent decision space for both in and out of combat. I think there's a pretty similar amount of "power creep" or "expanded abilities" to 5.24, but the monster and challenge guidance is here at the same time. Perhaps the one "downside" is the lower amount of subclasses, but on the other hand they're mostly more interesting? - The monster manual is very good. Between this and Flee, Mortals! I think you have a great coverage of interesting encounters to deploy. The math is a lot easier to follow, and it's full of guidance from people who clearly were thinking of how to make everything usable by DMs on teh fly. [/QUOTE]
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Sell Me on Tales of the Valiant
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