There is an innocence and clean implementation of Tales of the Valiant that I really appreciate. This is the best "generic 5E" you can get, and unlike D&D, I don't have to keep telling myself excuses to justify playing the game, despite all its baggage from Wizards.
I grew tired of the constant virtue signaling in the art, the absolute disaster of the OGL, them telling an entire group of players they could not leave fast enough, and all the terrible, negative, hurtful things they did over the years. The warning labels on the older books were like those on cigarette cartons. The disrespect thrown at the game's original creators.
There comes a point where you prove the company is unworthy of carrying the legacy forward, and Wizards has done that over and over again. And I don't really trust "the new guy" since these people come and go every few years. I saw this with the D&D 3E, 3.5E, 4E, 5E, and 5.5E teams and creators. Nobody stays at Wizards for long. In a few years, it will likely all be run by AI anyway.
Tales of the Valiant has a no-AI pledge, and the company needs this game to be their lifeline should 5E get dumped into the dustbin of history by Wizards, and make no mistake, that day is coming. They say 5E is evergreen, but history proves that a new team will make something new, and that will be the next, new, official thing.
The 5E "platform", just like the Linux "platform", is a solid, workable, good system. Just like there are some Linux vendors I can't stand, there are some 5E vendors I refuse to work with. One of them is Wizards, despite my memories, nostalgia, and history. I support the 5E platform, not D&D.
ToV was written as a beginner's game, and it was criticized for offering only two subclass choices per class; this was later addressed in the Player's Guide 2. Then again, for a beginner's game, I only want two subclass choices per class instead of D&D's four per class. The book gets too big for new players to grasp; there are too many choices, and those entering the hobby will walk away with choice paralysis.
Two clear choices are better than four for a starter game, and the ToV ones are very clear, offering "A or B" choices that support new players, and don't leave me feeling "did I make the wrong choice?"
ToV feels like old-school Labyrinth Lord back in the day. The "no baggage" and "clean support" version of BX that introduced me to the OSR. I have my original BX books, but I still chose LL over that. LL had the support, community, and love of its creator to drive interest. There is no "product identity" in here lying in wait as a trap, so I can't share content; if it is in the Black Flag SRD, it is pretty widely supported everywhere.
ToV's designs are close to the original 2014 standards, and all the "roleplay" powers are bept intact. A clear example is the ranger. The D&D 2024 version of the ranger feels like a combat-only class that focuses more on tactical battles, and the nature and roleplay powers were stripped out, likely because they were harder to support in a (now defunct) VTT.
Tales of the Valiant's ranger preserves the nature skills and abilities, and it aligns closely with my ideas of what the "5E ranger" is all about. I want a design closer to 2014 than Tasha's or 2024, and ToV hits that nail on the head. ToV keeps the best parts of the game, fixes all the problems, and creates a "clean room" version of 5E that can be supported forever.
D&D 2024 will only last as long as it takes Wizards to pump out a new version of D&D, and the life left in 5E as "the D&D system" is on a short clock. If the 2024 version failed, it would trigger the official D&D 5E support's sunset phase.
I would rather have a system that will be around a long time. And that is Tales of the Valiant.
The Battlezoo books complement the game perfectly, adding all sorts of all-ages fun while preserving the innocence of the core game. These are my "expansion books" that fill in a bunch of thematic gaps, and add a wealth of new options for dragons, monster training, and a rich assortment of other backgrounds to play.
If I am going to invest in a Battlezoo campaign and the hardcovers, I am going to invest in a 5E system that won't be replaced a few years down the road.
And there are all sorts of fun things to play here, and so many adventures to be had with all of these wonderful books. The Roll for Combat team "gets it," and they keep their books family-friendly while overdelivering value and creativity. These are fun books meant to engage your imagination, 5E system-neutral, and highly compelling, delivering enjoyment.
If I wanted to play a dragon, I could play a dragon.
Instead of promising adventure and delivering virtue signaling, these books expand what is possible and deliver amazing potential and infinite stories. They stay out of politics. They stay out of the online culture wars. I want an escape from this world, and they deliver.
ToV does the same; it doesn't insult old-school players by removing orcs and goblins from the bestiary. If I want them, they are there, just like they were in 2014 D&D. Nobody is making that choice for me; I make it. D&D 2024 feels the need to make these choices for us, and it rubs me the wrong way, like the designers are making a value judgment on me and how I play, and that is no place for them to be.
Sometimes the best thing a designer can do is stay out of my game.
But these days, I only want positive influences and happy games that don't trigger hurtful feelings or memories. I don't want to see the war on the Internet all over the pages of a game I use to escape it. I want something suitable for everybody, without hidden sex coding or demon fetishes all over the art.
If I want mature concepts or the sensitive topic of devil worship, I will add them myself. My choice: stay out of it, agenda-driven design team. A family-friendly game that avoids prejudging old-school players ensures I have the room to make that choice.
All of this works together so well, and the Battlezoo books are the last reason I keep 5E around on my game table. Highly engaging and worth the money.











