Tales of the Valiant

In order for this game to make sense, you have to remember why it exists at all. Tales of the Valiant is Kobold Press’ “lawyer-proof” variant of 5th Edition Dungeons & Dragons, created as a response to the absolute trash fire Hasbro caused around the Open Game License and the 5th Edition System Reference Document early last year.

Recall that Hasbro, current owners of Dungeons & Dragons, started making some extremely hinky moves around the future of the OGL—the license under which 3rd party companies can make content compatible with D&D. Coupled with the rumors about the changes being planned for the 2024 update to the game, there was suddenly a strong interest in a version of 5th Edition D&D that was unencumbered by either the OGL or the legal team of the company that makes Monopoly. As such, Kobold Press stepped up to the plate.

Because history happens twice, the first as tragedy, the second as farce, this is actually our second runaround with D&D licensing term shenanigans spawning a new game.

For some context, when 3rd Edition D&D came out back in 2000, in addition to the actual physical books, the core rules were also published in a web document called the System Reference Document, or SRD, which was released under an open source–inspired license called the Open Gaming License, OGL. This was for a couple of reasons, but mostly to provide some legal clarity—and a promise of safe harbor—around the rules and terms and things, many of which were either taken from mythology or had become sort of “common property” of the TTRPG industry as a whole. The upshot was if you followed the license terms, you could use any material from the rules as you saw fit without needing to ask permission or pay anybody, and a whole industry sprung up around making material compatible with or built on top of the game.

When the 4th Edition came out in 2008, the licensing changed such that 3rd party publishers essentially had to choose whether to support 3 or 4, and the rules around 4 were significantly more restrictive. The economy that had grown up under the shade of 3rd edition and the OGL started, rightly, to panic a little bit. Finally, Paizo, who had been the company publishing Dungeon and Dragon magazines under license from Hasbro until just about the same time, stepped up, and essentially republished the 3.5 edition of D&D under the name “Pathfinder.”

There’s a probably apocryphal line from Paizo’s Erik Mona that they chose to create Pathfinder instead of just reprinting 3.5 because “if we’re going to go to the trouble of reprinting the core books we’re going to fix the problems”. (Which has always stuck in my mind because my initial reaction to flipping through the core Pathfinder book the first time was to mutter “wow, we had really different ideas about what the problems were”.) Because Pathfinder wasn’t just a reprint, it was also a collected of tweaks, cleanups, and revisions based on the collected experience of playing the game. There was a joke at the time that it was version “3.75”, but really is was more like “3rd Edition, 2.0”.

When 5th edition came out in 2014, it came with a return to more congenial 3rd edition–style licensing, which reinvigorated the 3rd party publisher world, and also led to an explosion of twitch stream–fueled popularity, and unexpectedly resulted in the most successful period of the game’s history, and now a decade later here we are again, with a different 3rd party publisher producing a new incarnation of a Hasbro game so that the existing ecosystem can continue to operate without lawyers fueled by Monopoly Money coming after them (and yes, pun intended.)

(This isn’t the only project spawned by last January’s OGL mess either; Paizo’s Pathfinder 2 “remaster” was explicitly started to remove any remaining OGL-ed text from the books, it’s not a coincidence that this is when Tweet & Heinsoo chose to kickstart a second edition of 13th Age, the A5E folks are doing their own version of a “lawyer-proof 5th edition.”)

However, Tales of the Valiant had to deal with a couple of challenge that Pathfinder didn’t—primarily, vast chunks of 5E just aren’t in the SRD.

The 3rd Edition SRD had, essentially, the entire game, minus a few minor details and trademarked names, including quite a bit a material published after the core books. For Pathfinder, Paizo could have taken the SRD, bound it as-is, and had a ready-to-play game.

The 5E SRD, on the other hand, has significantly less. Looking at that SRD, vast sections of the game are missing—every Class only has a single Subclass, there’s only a single example Background, there’s only a single Feat, the 5E rules for personality traits & roleplaying hooks—ideals, bonds, flaws, and so on—aren’t present, various monsters aren’t present, the Alchemist class isn’t there, nothing from any book other than the three original core books is there, only the “core” races are there and the races with subraces only have a single example, and so on and so on. All of these gaps needed filling with new material on top of the other mechanical tweaks and cleanup.

The result is that Tales of the Valiant ends up in a sort of “neither fish nor fowl” situation; it’s not just a cleaned up 5E because it literally can’t be, but on the other hand it’s not different enough to give it a clear hook or independent identity.

But with that out of the way, it’s pretty great.

The initial release for ToV is two books—a Players Guide and Monster Vault. (Supposedly, Hasbro has also been getting stropy about other companies using the name “Player’s Handbook” which is why both Kobold and Paizo have moved to other titles.)

The writing in both books is outstanding. This is all, broadly speaking, the same material as the 5E Player’s Handbook and Monster Manual, but every section is better written, clearer, generally shorter and more concise. It reads like someone took the original 5E books and ran them past a really, really good editor. All of the language has been made much clearer—for example, spell “levels” are now “circles” to avoid confusion with character levels.

Most of the changes are excellent. The whole thing reads like a set of well-presented house rules by a group of really good DMs who have been running this game for a decade, which I’m pretty sure is what it is.

However, for better or worse, it’s still 5E. All the weird edges of that game are still here—the strange economy around bonus actions, there’s still too many weird custom per-class mechanics around pools of dice, Bards are still mostly just junior wizards, the “other two” arcane spellcasters are still underbaked, there still isn’t a caster that just uses spellpoints.

There’s still just too much—too much complexity without getting anything for it. The core book is 370+ pages, which seems increasingly absurd.

It’s not a secret that 5E was game made by a small team on a short deadline, the game was barely finished, and as a result on a pretty regular basis the rules throw up their hands and depend on the DM to sort things out. As such, many of the changes feel like the result of a decade of people having figured things out— for example, the rules around tools vs skills are clearer, the list of tools is shorter, there are actual rules for hiding, the rules are all reorganized.

Other changes are more structural, but still in the “obvious fixes” category—every class gets subclasses starting at level 3 now, and at the same levels thereafter, although the many of the new subclasses have a certain “golden arcs” to 5E’s “golden arches” quality. For example, Mage Blades are now Spell Blades, and can mix cantrips with physical attacks when using multiattack, which is… pretty great, actually? And a couple of the classes, like Warlock, have been pretty extensively overhauled, with just regular-ass spell slots.

The big ticket changes are all improvements:

“Race” has been replaced with a dual system of “Lineage” and “Heritage”. Lineage is, essentially, your species, and Heritage is where you grew up. This immediately lets you easily cook up some unusual combo—urban Orcs, nomadic Halflings. Backgrounds work similarly to 5E, but the list is new and grant some actually useful bonuses. “Inspiration” has been replaced with the much more flexible and interesting “Luck”. Spell lists have been reorganized around 4E-style “power sources” instead of being unique per class. 5E’s optional Feats have been replaced with Talents, which are, effectively, 3E’s Feats. Like 3E, those Talents are everywhere; your background gives you one, you can pick them on a pretty regular basis as an upgrade option. This is one of several changes that brings back something from 3E. As another, magic items—and magic item upgrades— have prices again. And the revised text around using attributes and skills make them feel a lot more like how the 3E skills worked. I’ve often said my personal ideal version of D&D would be a 3E-5E hybrid, and ToV very much has that feeling.

And, thank goodness, alignment is gone.

(For the full list of changes, see: Tales of the Valiant: Conversion Guide )

The books themselves, like all of Kobold’s books, are very nice. For a small press, they’re outstanding. The usual full-size hardcovers, full color, nice layout, good art. As a nice touch, the covers of the two books represent the same scene, but a few minutes apart.

Uncharacteristically, my favorite of the two volumes was the Monster Vault. This is where the aspect of “collected house rules from a good DM” really shines. The layout is not that different from the 5E Monster Manual, but very cleverly rethought to be useful during play. Each monster gets at least a one whole page, with a nice piece of art and a really thoughtful layout of stats. For example, the book doesn’t waste space with the monster’s stats, it just lists their stat modifiers, which are also their saving throw modifiers. The monster name is always—and only—the first thing in the top left corner of the page, which makes the book so much easier to navigate than either 3rd or 5th edition’s “YOLO!” approach to page layouts.

Every creature gets at least half a column of description, and this is where removing alignment becomes an asset to design. Without alignment as a shorthand, they give each monster an actual personality. To wit: Red Dragons are still bad guys, but instead of just being “chaotic evil”, now they’re assholes. Continuing with the dragons as the example, the metallic ones are still mostly “good”, and the chromatic ones are “bad”, but each kind gets a distinct set of ticks and behaviors. Green dragons are now something like Nazi scientists, Copper dragons are friendly but love a fight, and so on. It’s a really solid set of role-play hooks and ways to deploy them in a game.

This also really shines as a way to distinguish things like oozes or creatures acting on instinct from monsters you’re going to fight because they thought about it and want to take your stuff.

And then there’s the section on encounter design. Encounter design in 5E is notoriously tricky, mainly because the “challenge rating” system in the core rules is blatantly untested and unfinished. The 5E books barely cover it, one more subsystem that ends with a shrug and “you can figure it out?” The ToV Monster Vault has pages and pages on how to design encounters, how to use the existing challenge ratings to compare opponents to the party’s level, notes on adjusting difficulty, you name it. It’s clearly the work of a group that’s played this game a lot, and have really figured out how to make this part sing.

It’s probably the best D&D-style “monster book” I’ve ever read.

The Player’s Guide is a little more of a mixed bag. Again, the layout is clear and well-thought, each class has an icon representing it when it comes up in the rules. Character creation is presented in a different order, which isn’t really better or worse, so much as it shows there just isn’t a best way to present 5E’s overly-complex material.

It also pulls in a bunch of material that 5E leaves in the Dungeon Master’s Guide. Magic items, for example. It really is the only book you need to play the game, which makes me intensely curious about the ToV Gamemaster’s Guide which is coming out later this year.

But while the organization is different from the 5E Player’s Handbook, I’s be hard pressed to say it was better.

It’s also remarkable what isn’t here.

The section on “what is an RPG” is perfunctory to the point of being vestigial. There’s actually less material on role-playing and the like here than in the 5E books. There’s essentially nothing on how to actually play; there’s nothing here on how the authors intend this game to work in practice, I guess that’s left up to youtube?

There’s fewer mechanics for role play hooks than even 5E had. The thin-but-workable Ideals/Bonds/Flaws system wasn’t in the SRD, but hasn’t been replaced with anything. The section on using Charisma skills is basically the same content as the 5E book, and that was thin at time. (Meanwhile the 4E non-combat skill challenge system is just sitting there, waiting for someone to rediscover it.) (Edited to add: I went back and checked, and in fairness skill challenges were a DMG item in 4e, not in the PHB.)

There’s a section on Safety Tools, but it’s less than a page. The phrase “session zero” doesn’t appear anywhere in the book, which seems insane for a 300+ page RPG book published in the 2020s.

All of that would be acceptable in a small game, but this this book is 60 pages longer than the 5E book, which was already too big. And this isn’t the early teens anymore, where we were having serious conversations about if the TTRPG industry was going to keep existing. This is the twenties, and whatever else that means, TTRPGs are a huge business now, and narrative and character–focused play is in. It’s a strange set of oversights for an otherwise well-designed game.

Finally, Tales of the Valiant is… not a great name? It’s not terrible, but it’s a surprisingly hard name to use in a sentence. And that’s a lot of syllables. And something I’ve learned about myself over the last couple thousand words is that I can’t spell “Valiant” right the first time. (You know what’s a great RPG name? Mörk Borg. That’s the new bar, guys.)

But in case this hasn’t come through clearly, I like it. A lot. As it stands, it’s the best version of 5E out there. Well, at least for the moment, because the shadow of the incoming 5th edition update is looming on the horizon.

It’s not clear to me where this game sits in the broader hobby. Is there room for another D&D-alike? I’m not sure this makes a compelling case why you should play this instead of Pathfinder or 13th Age or the new 5E itself. I don’t understand who the target audience is supposed to be.

The folks that want to play Dungeons & Dragons are going to play that. The whole OGL trashfire/5th edition update ended up going a different direction than any of us expected a year ago; I think the ’24 update is going to be a lot better than we expected, the license terms actually got better, not worse, and I’m sure sure what the sales pitch is for “it’s like D&D, except slightly different.” There’s no hook, no “here’s why this is cooler.”

My overall response is that I wish Kobold had used Hasbro’s total surrender over the licensing to pivot, and to build up a more-different game. Pathfinder succeeded because 3rd edition went away and 4th edition, whatever its strengths, was a very different game. That not what happened this time, and a flavor of 5E is going to stick around for a while yet.

To be fair, I’m not really in the center of this particular crosshairs anymore either. I mean, the game I’m running now is a “cozy witchcore” modern fantasy game using the Cypher system, where we’ve never even bothered to fill in the player character’s attack bonuses on their character sheets. (Off topic but: it’s really fun to see what Modern Fantasy looks like once it has both “Lovecraft” and “90s goth vampires” washed completely out of its hair.) Thats miles away from D&D’s home turf of “fantasy-flavored superheros”. That said, we’ve got a D&D game we’re talking about kicking off, and if we do I’ll advocate heavily for using this instead.

And that’s the review in a nutshell: next time I want to run a game with Magic Missle in it, this is the one I’m going to run.

It’s a cool game by a cool company, making something good out of a stupid situation. Check it out.

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Salmon of Doubt by Douglas Adams (2002)