Here we go again. I gave 5E three chances, and I am putting my books in storage again. Why? The game takes too much effort, the characters are stacks of special abilities, the character sheets are huge, and it takes too long to create a character.
For me, the character sheets kill this game. I can have a character with more depth and detail in a 2-page GURPS character sheet than a 5 to 6-page 5E sheet, with unique abilities described in paragraphs printed on the character sheet. This has always been a problem with any Wizards-designed or derivative game; I remember Pathfinder 1e character sheets that started at 12 pages from Hero Lab. Some reached 24 pages of printed paper for one character (with spells), almost book-length.
These games start simple and add ability after ability. The "choice every level" designs attract power gamers and focus too much on ARPG character builds. I like games where choices are made every few levels or not at all (skill system games); the focus is more on role-playing and the world. Also, by forcing "choices at every level," many choices become meaningless and are balanced out by the designers, so many of these choices become false.
They are meaningless make-work and take the game's focus off the story. If I am playing an ARPG, I will do that in a video game.
The best part about Tales of the Valiant is its open license, extensive supporting library, and Midgard's campaign world. I look forward to seeing what they do in the future, but the game needs time to cook. There needs to be more subclass and character options. I still have the pocket books out on my shelves, and I hope this game does well.
I had the most fun with Level Up Advanced 5E. This is the best version of 5E, and it has an old-school feeling. This game gives you double the unique abilities of Tales of the Valiant, but both games share the same fundamental flaw: "taped-on abilities." I am writing down note after note of unique this and particular that and looking up the rules for each.
After four characters, I am sick of it.
5E characters are stuck full of notes of how they have a special action that can break a rule that, or in this specific situation, they get a bonus. You are writing down paragraphs of game rules on your freaking character sheet. GURPS? Ability scores and skills. The rules are in the rules. 5E relies on the West Coast design of forcing players to keep a virtual "card deck" on their character sheets of all the extraordinary things they can pull. At least in D&D 4E, these abilities were actual cards that could be easily tracked and flipped over when used. Instead of keeping it accessible like D&D 4E did, 5E hides the design and puts all the work on the players.
Level Up is still the best version of 5E. ToV is very compatible, and a drop-in replacement for D&D, but LU A5E was rebuilt from the ground up for fun. Still, the characters end up vast and complicated, but if you are going to go all out, go all out and sticky note the heck out of those character sheets.
But if I am playing A5E for the old-school feel, why not just go back to Swords & Wizardry or OSRIC? I don't need the 5E framework for old-school, and in many ways, it gets in the way and has to be patched heavily to support that style of play. This means more rules are needed for an already rules-heavy system. I pulled out OSRIC and was won over instantly; this is gaming how I remembered it. This is the original "Lake Geneva" design, sensible, rules-based, that Midwest sensibility, and it doesn't play like a mobile game from a tech-company wannabe.
Old School Essentials is impressive. This is still a gold-standard game. And we have others on the way, including ACKS II, Shadow of the Weird Wizard, the Castles & Crusades remaster, and many others.
GURPS lets all characters do all "special attack" combat actions and some skills will default to a value. You get penalized heavily for trying, and you fail. You have high combat skills and a better chance of success, and your character looks like a complete ninja master. GURPS characters are more accessible than 5E, and the complexity stays flat. It is more complicated than 5E at the start but does not ramp up in complexity like 5E does when you get all the interrupts and particular action types involved.
5E characters feel like B/X characters, with many sticky notes attached to the character sheet for special abilities. It is a West Coast "sticky note" design, and it comes from Magic: The Gathering, where a card will change the game's rules or affect another card with an override of this or that. It puts too much focus on rules overriding other game rules, and the system gets too complicated and breaks down after a while. And now weapons have tacked-on rules, and it goes on and on...
5E pretends it is B/X at level one. Then, by the time you get to level 5, you are a frog in a boiling pot of water and never realize how much complexity snuck up on you, and you have not even started taping those sticky notes on for even more special rules for the levels you have coming. GURPS? Basic Roleplaying? Traveller? B/X, zero-edition, first-edition, and BECMI? And almost every other game typically starts at "complexity X" and, for high-level play, stays at "complexity X."
I don't have time for 5E's overly complex character and rules. If I put time into a heavy game, it will be GURPS, and I will get much more out of it. With GURPS, every choice in the design system is valid. With 5E, whatever the designers give you, the next level is valid.
Look only as far as Shadowdark, a 5E game that avoids the sticky-note designs, and any special rules to classes are done at the class level, not buried in subclass options. You will never get an ability that gives you a "bonus action" or hugely change the rules. Characters can be written on index cards; that is all the paper you need. Shadowdark is the "real 5E" since it plays more like original D&D than D&D does these days. This game is not going into storage, and it is sort of my "final game" in the 5E lineage. It will take more work to make a better 5E game than this.
With a few house rules, I can get the "look and feel" of 5E and the power level into Castles & Crusades. A 5E-style feat, every even level, plus 5E-style races, easily take this into the high-fantasy super-heroic fantasy realm. C&C is what did in 5E this time, just like Runequest did in Pathfinder 1e. The game requires near-zero book reference to play, and all the silly charts you need to reference during play are gone. One 4x6" index card character sheet is all you need to play.
Other than that? OGL-free fantasy gaming and a few other gems are my go-to games. Swords & Wizardry went OGL free, Castles & Crusades is moving free of the OGL, ACKS II is already there, and many other games are tossing the West Coast license overboard. A few big names remain, such as Dungeon Crawl Classics, but I suspect they will follow soon behind. The upsides of tossing out the license are too significant, and it is a happy thing to see the transformation of the OSR into a dynamic and creative place that will never be "compared to D&D" ever again.
No, none of my OSR games have the flexibility of GURPS, and 5E beats OSR games in choices as you level. But 5E is too heavy for far too limited options, and GURPS wins this war. The OSR games win in simplicity and compatibility with each other, and some of them, such as Dungeon Crawl Classics, have a fantastic "fun factor" when you play them that outstrips 5E. DCC is still very 3.5E in its heart, and I would love to see them ditch Fort/Ref/Will saves, go back to a clean zero-edition design, and toss the accursed OGL and SRD into Mount Doom where they belong.
Oh, and Wizards, please release earlier rules into the Creative Commons. I give you a lot of flak, but holding onto those old rules holds you back. If you want D&D Beyond to be what you want it to be, a massive social media and gaming platform, then you have no use for the older rules, and clinging onto them holds back your business agility.
Indie 5E is a fantastic place if you are playing 5E. D&D, as it is, holds more promise in D&D Beyond than it does as a tabletop game. The books and older editions hold them back. Even Apple makes some ports, keyboard keys, and longtime "PC standards" obsolete and depreciates them. It forces their internal units to innovate and lead.
However, 5.5E is not the best version of D&D, which hopefully comes next, but I doubt whether the company can transform itself. The 2024 version is a stop-gap patch, and 5E as a game is too much work to play for the time I have. The 2014 to 2024 rules of 5E are the old, legacy USB-A ports, and they need to be eliminated from the design of D&D. The previous games, zero-edition through D&D 4, should be handed over to the community, like the old LPT serial printer ports. The problem with Wizards is that they brought in Microsoft employees, not Apple employees.
As for 5E?
I have too many other games that give me more fun and less work.
5E, with its complexity and structure, is the Blackberry keyboard of smartphones. Everyone says a phone (or fantasy gaming) needs it, but when it is gone, everyone agrees it was for the better.