Dungeon Master Assistance

Where anyone over 18 can share thoughts and ideas on RPGs.

D&D 5E vs Tales of the Valiant


Comparing D&D 5e to Tales of the Valiant

This is one of several reviews I am doing this year of various table top roll playing games. I am specifically comparing them to D&D 5e. I am doing this with the assumption that my readers are already familiar with D&D 5e. The following review is based only upon my reading of the rulebook. I haven’t played this yet, but I will be posting my opinion after I get a chance to play test it.

Tails of the Valiant is scheduled to release early in 2024. I am basing this comparison on the Tails of the Valiant Preview (that they have labeled final) that I downloaded from their site on July 7, 2023. I may update this when the final version is released. When the 2024 version of Dungeons and Dragons is available I will post a comparison of that with 5E.

I am referring here to the fifth edition of Dungeons and Dragons as 5E and to Tales of the Valiant as ToV. This information is for evaluation purposes, it should not be considered official rules of the game. You can assume things that I don’t list here are basically like 5E with only minor differences.

In ToV the Dungeon Master is called the Game Master.

Summary of the game system

Kobold Press is creating Tales of the Valiant to be compatible with 5E. From their Kickstarter page: “It combines the Creative Commons foundation of 5th Edition with new elements to create a powerful Kobold-style 5E with teeth.” If you know how to play 5E you know how to play ToV, with only a few differences – most of which I will try to summarize here.

Primary differences between Tails of the Valiant and D&D 5e

Character Creation

  • Choose a Class
    • Note your Hit Die size
    • If you have spellcasting, mark your available spell slots and spells known (if applicable)
    • Any skills you are proficient in
    • Any equipment and tools you are proficient with
    • Saves you are proficient with
    • Your Proficiency Bonus (PB)
    • Your starting equipment [you may also get additional equipment based on your background]
  • Determine Ability Scores and use them to calculate the following:
    • Your hit-point total
    • Your spell save DC and your spellcasting attack modifier (if applicable)
  • Choose your lineage and heritage, including:
    • Your size
    • Your senses
    • Your base movement speed (or speeds, if applicable)
    • Any additional proficiencies
  • Select or create a background, including:
    • Any skill or tool proficiencies
    • Your languages
    • Your talent
    • Any additional starting equipment
    • Your adventuring motivation
  • Set your Luck points to 0
  • Come up with a name and basic description

Classes

  • The rules preview includes the iconic Cleric, Fighter, Rogue, and Wizard. When released, ToV should include the 12 core 5e classes plus the Mechanist. It will also include more subclasses and all classes get their subclass at 3rd level. The preview only includes the class progression through 5th level. As an example, here are the major differences in the Rogue Class between ToV and 5E. These are still in beta testing and may change before the final version is published.
  • Rogue
    • Hit Points: Same as 5E, except 1d8 (or 4) + your CON modifier per fighter level after 1st [in 5E it is 1d8(or 5).]
    • Proficiencies, Weapons, Tools, Skills, Saves, and Starting Equipment: Same as 5E
    • 1st Level Features
      • Expertise: Same as 5E
      • Sneak Attack: Same as 5E
      • Thieves’ Cant: Same as 5E
    • 2nd Level Feature
      • Cunning Action: Same as 5E
    • 3rd Level Feature
      • Roguish Specialty: called “Roguish Archetype” in 5E – select one form the following:
        • Enforcer: You get the following features if you choose  “Enforcer”:
          • Ambush: During the first round of combat, you have advantage on the first attack roll you make against any creature involved in the combat. Additionally, whenever you make a successful attack roll against a creature with the surprised condition, that attack is automatically considered a critical hit.
          • Cold-Blooded: Once per turn when you reduce a creature to 0 hp with a weapon attack, you can use the same weapon to immediately make a weapon attack against a different creature you can see within your weapon’s range. You can’t add Sneak Attack damage to this additional attack.
          • Expanded Talent List: When you gain a new talent, you can select that talent from the Martial or Technical Talent list. (Refer to Talents)
        • Thief: You get the following features if you choose “Thief::
          • Fast Hands: You can use the bonus action granted by your Cunning Action to do any of the following:
            • Make a DEX (Sleight of Hand) check
            • Use thieves’ tools to attempt to disarm a trap or open a lock
            • Take the Use an Object action
          • Second-Story Work: gives you the following features
            • You gain a climb speed equal to your base movement speed. If you already have a climb speed when you gain this feature, it increases by 10 feet.
            • When you make a long jump, you cover a number of feet equal to your walking speed if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap half your walking speed. Either way, each foot you clear on the jump costs a foot of movement.
            • In the event a STR (Athletics) check is required to clear or extend a jump, you can choose to make a DEX (Acrobatics) check instead.
    • 4th Level Feature
      • Improvement: Add 1 point to any ability and get a Talent. (Refer to Talents)
    • 5th Level Feature
      • Uncanny Dodge: Same as 5E

Talents (Called Feats in 5E)

  • Talents are not an optional rule in ToV.
  • Talent Categories: Talents are divided into three categories: magic, martial, and technical.
  • At Level 1: Your background gives you one Talent.
  • At Class Ability Score Improvement: When your class level gives you an Ability Score Improvement you improve an ability by one point and choose a talent from a specified list.

Ability Scores

  • Abilities and Modifiers
    • Same 6 abilities, and the modifiers are the same as 5E.
    • Player Characters can’t have an ability score higher than 20.
  • Ability Scores start out slightly higher in ToV
    • The standard array numbers are 16, 15, 13, 12, 10, and 8. (They are 15, 14, 13, 12, 10, and 8 in 5E)
    • Point buy works the same as 5E but you start with 32 points rather than 27 and you can purchase a score of 16, 17, or 18 at the cost of 11, 13, or 16 points respectively.
    • Roll 4 d6’s and discard the lowest, is just like in 5E but when you have finished, add 2 to one score of your choice that is 16 or below and add 1 to one score of your choice that is 17 or below.

Lineage and Heritage (Race in 5E)

  • ToV splits what would be your Race in 5E into the traits you get from your biological parents (your Lineage) and those you get from upbringing (your Heritage). You select both your Lineage and your Heritage separately. You could have a dwarf who was raised by elves, for instance.
  • Lineage
    • Among other traits, your Lineage affects your age, size and speed.
    • The Lineages in the preview packet are Beastkin (like a half man/half beast of some kind), Dwarf, Elf, and Human. We know there will be all of the races that are in 5E plus Kobold and perhaps more.
  • If you want a character that reflects common fantasy archetypes, each Lineage has a couple of recommended Heritages.
  • Heritage
  • The languages you know are determined by your Heritage, not your Race as in 5E.
  • Many of the traits and features you get from your background in 5E – you get from your Heritage in ToV.
  • Your Heritage affects your cultural elements, such as folklore, traditions, and natural environment.

Background

  • Different from your Background in 5E, this is a backstory explaining why your character has chosen to become an adventurer.
  • They have omitted personality traits, ideals, bonds, and flaws.
  • You can select one of the provided Backgrounds, with advice on customizing it to better fit your character or campaign.
  • Each Background includes an Adventuring Motivation. You are encouraged to modify it, or create your own. Your Adventuring Motivation provides you with the following:
    • Proficiency in two skills
    • Proficiency with one or more tools or additional languages.
    • Starting equipment
    • One talent.

Luck (replaces 5E’s Inspiration)

  • You receive one luck point when you fail an attack roll or save and the GM can give you a luck point whenever he chooses.
    • You can have a maximum of 5 Luck points.
    • If you have 5 Luck points and would gain a sixth, you roll a d4 and reset your Luck points to that number.
  • Unless you have rolled a natural 1, you can spend one of more of your Luck points to add to any d20 roll you make. Or you can spend 3 Luck points to re-roll a d20.
  • Luck can’t create a natural 20.

Spells

  • Spell Circles: There is not a separate list of spells for each class. Instead the spells are divided into Circles (arcane, divine, primordial and wyrd). A few spells are included in two or more circles. Your classes will get spells from a specific circle.
  • Spell Rings: This is just a name change. ToV calls spell levels spell rings instead. [I can see where this will be less confusing to new players.]
  • Ritual Spells: In 5E certain spells can be cast as a ritual if your class allows you to cast rituals. In Tov they have been moved into a separate type of spell, a Ritual Spell.
    • For each spell circle, rituals are listed separately from the other spells.
    • Ritual spells take 1 minute or longer to cast.
    • Ritual spells don’t use spell slots and can’t be cast at higher rings.
    • When applicable, your class progression table will have columns for: cantrips known, spells known, rituals known, 1st ring spell slots, 2nd ring spells slots, etc.

Monsters

  • The Preview includes a few monsters that will be in the ToV Monster’s Vault. I am showing the ToV and 5E stat block for the Goblin side by side for you to see how they differ.
  • Challenge Rating and XP: ToV shows these at the top – to the right of the monster’s name.
  • Alignment: The Tov preview doesn’t mention alignment. It appears that they will not be using it for monsters or PCs.
  • Hit Points: ToV lists the monster’s hit points. 5E shows this as the average number and also shows the die expression used to generate a range of hit points.
  • Stealth: Tov lists a stealth number for all monsters (15 for the Goblin). Your character must make a Perception check of this or higher to notice the monster if it is trying to hide. 5E lists this as one of the monster’s skills (+6 for the Goblin).
  • Perception: Tov lists this for every monster (9 for the Goblin). Your character must make a Stealth check of this or higher to sneak past it. 5E lists this as passive Perception for one of the monster’s Senses. [Notice that this changes from the monster doing a perception check to the PC making a Stealth check. In my 5E games I have the player make a stealth check when his PC can hide and later have the monster make a perception check when it might possibly notice him. Doing it the ToV way simplifies and should speed up play.]
  • Proficiency Bonus: This is not included in the monster stat block in the 5E Monster Manual. [Wizards has started including this in their more recent publications.]
  • Ability Modifiers: ToV only lists the ability modifier and does not also include the ability score. [This may take a little getting used to but I understand simplifying the stat block. Also, ToV is using the stat modifier to do more.]
    • For any save or ability check, roll a d20 and add the relevant ability modifier.
  • Bonus Actions: ToV moves anything the Monster can do with a bonus action to this section. (Nimble Escape in the case of a Goblin.)
  • Reactions: ToV moves anything the Monster can do with a reaction to this section. (ToV has added Frantic Reflexes to their version of the Goblin.)
  • Immunities, Resistances, and Vulnerabilities: ToV doesn’t use multiple lines that separate out damage and conditions. For example if a creature is immune to fire damage and the charmed condition, both appear in the Immune line.
    • Immune
      • A monster that is immune to a kind of damage takes no damage from it.
      • A monster that is immune to a condition can’t be affected by it.
    • Resistant
      • A monster that is resistant to a kind of damage takes half the damage (rounded down) from it.
      • A monster that is resistant to a condition has advantage on saves to avoid it.
    • Vulnerable
      • A monster that is vulnerable to a kind of damage takes double damage from it.
      • A monster that is vulnerable to a condition has disadvantage on saves to avoid it.

What you need to get started

All you will need will be the Tales of the Valiant Player’s Guide. The Game Master may also want to have the Tales of the Valiant Monsters Vault. There will be no required Game Master’s Guide. Their CFR (Core Fantasy Roleplaying) rules will contain all the basic rules and will always be available as a free download.

Final Thoughts

  • Quoting from their web site: “ToV moves the independent 5th Edition community forward with a system that is open and available to all … Our goal is to keep 5E products vibrant, both in print and on VTT partner platforms, by keeping a set of rules available under an open, perpetual, and irrevocable license.” Where Wizards of the Coast has their SRD (System Reference Document), Kobold Press will have their CFR (Core Fantasy Roleplaying) rules, which will contain the basic ToV rules. They have also indicated that they intend to be publishing their CFR under the ORC (Open RPG Creative) license, rather than Wizards of the Coast’s OGL (Open Game License). The ORC and the OGL are both public copyright license systems. Where the OGL was created by Wizards of the Coast for publishers to use when using elements of their SRD, the ORC is an agnostic, perpetual, irrevocable open gaming license created and made available to all by Paizo. Wizard’s attempt to change their OGL (in a very bad way) earlier this year prompted Kobold Press to create Tales of the Valiant.
  • I am a big fan of Kobold Press. I have several of their books. I fully expect their Tales of the Valiant to be at least as good, and most likely better, than Wizards of the Coast’s new version of D&D (that they now say they will be calling D&D 2024). For one thing, Kobald Press isn’t hampered by WotC’s need to keep all the rules basically the same as the current version with “enhancements”, where Kobold Press is making a brand new RPG that will be compatible with 5E. This allows them to re-think the way “Races” work and come up with new ones. The same is true with Classes and sub-classes, the spells, and all of the rules. They don’t need to make theirs compatible with all of the sourcebooks that WotC has published. Their goal isn’t to keep all the rules the same, but to make them “better” where they can and try to make everything so that it can still be used with their published adventures and campaign settings. There are no game designers that I think are better up to this task than Kobold Press.
  • Kobold Press successfully ended their ToV Kickstarter (June 23, 2023) with over $1,000,000.00 pledged. Congratulations! I’m looking forward to receiving my stuff early in 2024.

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