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Sell Me on Tales of the Valiant
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<blockquote data-quote="Raunalyn" data-source="post: 9804990" data-attributes="member: 72670"><p>I've been running ToV for a while now...over a year, I think. The group is close to 19th level. ToV has a lot of nice things my players like. All of them are veteran D&D players, so I like getting their input.</p><p></p><p>The party consists of a Fighter, a Barbarian, a Bard, a Monk/Cleric, and a Wild Sorcerer.</p><p></p><p>The Fighter is, but far, the biggest damage dealer...with his combination of Talents (feats) and weapon mastery, he can dish out an incredible number of attacks and damage...moreso than anyone else in the party.</p><p></p><p>The Barbarian also can dish out some insane damage...and take an insane amount of punishment.</p><p></p><p>The Wild Sorcerer is by far the most entertaining. There has been more than one occasion that he has saved the entire party by a random Wild Surge popping up. When they were lower level, they were surrounded by a large number of enemies, and they had an enemy wizard that could cast fireball...almost all of the party was near death, and the Sorcerer rolled a wild surge...it teleported the entire party a mile away so that they could escape. Glorious. But the group also knows to get away from the Sorcerer when he starts casting spells...something I have used against the party many times.</p><p></p><p>The Cleric is also a big damage dealer...they are a light cleric, and their channel divinity can dish out a lot of damage...a better fireball than a normal wizard's that is party friendly. Not only that...he can use it on any of his light sources as long as the light source is on the same plane of existence.</p><p></p><p>The Bard is less unique...it's very very similar to the 5e Bard.</p><p></p><p>I don't have a mechanist in the party (though several players really want to play one in my next campaign), but it reads and "feels" better to me than the 5e Artificer...for some reason, the Artificer just didn't feel right to me. The mechanist seems more robust and balanced.</p><p></p><p>Mechanically, the Luck mechanic is, to me, more robust than Inspiration. You miss attacks or saves, you gain luck. It's turned a miss into a hit quite a few times at my table. </p><p></p><p>Monsters are the strongest part of ToV in my opinion. They are tougher, and each have something different they can do that will surprise players who are familiar with all of the standard 5e monsters, and the design feels closer to what the 5e CR mechanic was trying to accomplish. This is echoed in the Gamemaster's Guide with how they design new monsters there.</p><p></p><p>Enter the Labyrinth is the first supplement. For the most part, it's pretty good, and I like many of the subclasses. However, many of the new spells they have listed in there are extremely overpowered, so be warned if you use it.</p><p></p><p>There's going to be a Player's Guide 2 coming soon with more subclasses, so I am looking forward to it.</p><p></p><p>Overall, I like it more than 5e...I don't have 2024 at this time, so can't compare it to that.</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 9804990, member: 72670"] I've been running ToV for a while now...over a year, I think. The group is close to 19th level. ToV has a lot of nice things my players like. All of them are veteran D&D players, so I like getting their input. The party consists of a Fighter, a Barbarian, a Bard, a Monk/Cleric, and a Wild Sorcerer. The Fighter is, but far, the biggest damage dealer...with his combination of Talents (feats) and weapon mastery, he can dish out an incredible number of attacks and damage...moreso than anyone else in the party. The Barbarian also can dish out some insane damage...and take an insane amount of punishment. The Wild Sorcerer is by far the most entertaining. There has been more than one occasion that he has saved the entire party by a random Wild Surge popping up. When they were lower level, they were surrounded by a large number of enemies, and they had an enemy wizard that could cast fireball...almost all of the party was near death, and the Sorcerer rolled a wild surge...it teleported the entire party a mile away so that they could escape. Glorious. But the group also knows to get away from the Sorcerer when he starts casting spells...something I have used against the party many times. The Cleric is also a big damage dealer...they are a light cleric, and their channel divinity can dish out a lot of damage...a better fireball than a normal wizard's that is party friendly. Not only that...he can use it on any of his light sources as long as the light source is on the same plane of existence. The Bard is less unique...it's very very similar to the 5e Bard. I don't have a mechanist in the party (though several players really want to play one in my next campaign), but it reads and "feels" better to me than the 5e Artificer...for some reason, the Artificer just didn't feel right to me. The mechanist seems more robust and balanced. Mechanically, the Luck mechanic is, to me, more robust than Inspiration. You miss attacks or saves, you gain luck. It's turned a miss into a hit quite a few times at my table. Monsters are the strongest part of ToV in my opinion. They are tougher, and each have something different they can do that will surprise players who are familiar with all of the standard 5e monsters, and the design feels closer to what the 5e CR mechanic was trying to accomplish. This is echoed in the Gamemaster's Guide with how they design new monsters there. Enter the Labyrinth is the first supplement. For the most part, it's pretty good, and I like many of the subclasses. However, many of the new spells they have listed in there are extremely overpowered, so be warned if you use it. There's going to be a Player's Guide 2 coming soon with more subclasses, so I am looking forward to it. Overall, I like it more than 5e...I don't have 2024 at this time, so can't compare it to that. [/QUOTE]
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