Thursday, September 10, 2026

5.5E Power Gaming = End of Edition

ToV is still on a break. The D&D 2024 books left a slimy coating on the rest of the 5E shelf, and I am not picking up the ToV Player's Guide just to prove I chose it. The books are upstairs. I can get to them when I want them. It can sit. When I come back, those books will still be the game I left. I am not sure 5.5E will be able to say the same. The late options are already pulling the math around, and the pages look like they are posing.

Arcana Unleashed for 5.5E showed up this month, and the videos are already doing what late books always do. There is a monk that takes the sorcerer list and starts turning slots into Focus. There is a feat that hangs Fireball and Wall of Force on anyone who can already cast, then lets them peel a couple of hit dice into the blast. I am not going to sit here and work the combos. I have watched this part of a cycle before. The options get louder so people keep talking, and after enough of that the community starts wanting a new edition as a reset.

5.5E has a few years of this madness left; the new book drops, the OP options come out, YouTube makes noise, and the cycle repeats. This is engagement, not a balanced, sustainable game engine.

I do not need the clean sheet. Kobold Press is stuck with Tales of the Valiant; in a way, Wizards is not stuck with 5.5E. If this game goes sour, they do not have a 6E waiting behind the curtain, so they cannot spend the next two years creating OP character options to get the YouTubers talking about 5.5E again. They will add books, and I am sure they will. I don't have to take every one of them, and the Player's Guide I already own doesn't pick up a mystic monk or a wall feat because a video needed a title.

I am still taking a break from 5E, but ToV will be the game I come home to.

It will still be stable, playable, and balanced when I return.

Tuesday, September 8, 2026

5E & Me

I tried to like D&D 2024. I pulled the books the way I pull a new ToV book when it shows up, sat with the layouts for a few evenings, ran a couple of sessions, and kept waiting for the moment when the game would stop posing and start treating its own material like it mattered. What I found instead was a lot of shine laid over rooms I already knew. The pages look expensive, and the options feel arranged to be photographed, and underneath that arrangement I kept stepping into the same fights and the same character-build conversations I have been having for a decade, only now they arrived with a store-window finish that made the whole night feel lighter than the subject deserved.

That finish did not stay in the 2024 books. It rubbed off on the rest of the 5E shelf, including Tales of the Valiant, which is a problem because I still like ToV and don't think the books earned that suspicion. They still work without a website, the monsters still hit, and the pile of 2014 material still plugs in the way it always did. After a week inside style-over-substance, though, I would reach for the Player's Guide and for a minute see another clean spread and another menu instead of a game sitting with its world. That is not fair to ToV. It is just what happens when the flashy version of a family sits in your hands long enough that every neighboring book starts to look like it is performing.

I need time away from the whole 5E itch so that aftertaste can wear off. I am not trying to write a verdict on editions or dare anyone off their table. I just cannot feel 5E as a serious subject while the varnish is still on my fingers, and forcing another session in that mood turns the night into a comparison instead of play. When I want a game that looks at its own material without flinching, my hands go to the other crates. Hyperborea will let you freeze without winking. Palladium puts the rolls in order and allows the world to be ugly. A Dead Reign porch night does not care how the page photographs. Those tables are baggy and a little messy, and right now that is the register I trust.

ToV stays on the shelf. I am not boxing it up or pretending I chose something else. It is still the 5E I picked when I wanted the 2014 game in a form I can own and pass on. I just cannot hear that through the 2024 coating yet. When the shine fades, I will know, because I will pick up the Player's Guide the way I used to, without bracing for a show. Until then, I am leaving 5E alone and spending the chair on games that take their worlds as seriously as the dice on the table.

Monday, September 7, 2026

Why 5E Stopped Paying Me Back

I like Tales of the Valiant.

That is not a small statement. I spent a decade inside 5E. I own the books. I ran the modules. I built the characters. I kept the binders. And then the desire to sit down and play that game fell off a cliff.

It was not boredom with fantasy. It was not a sudden love affair with some other system that “does it better.” It was simpler and more insulting than that. I put more into 5E than I ever got back.

I do not mean the dopamine of a new subclass or a feat that lets me stack another rider on a cantrip. I mean the actual session. The hour at the table. The fight that should have been dangerous and instead became a spreadsheet. The character that started as a person and ended as four pages of exceptions, riders, bonus-action tax, and features I had to look up because they only fire once per long rest and I forgot they existed.

5E rewards building. It is generous there. It is stingy at the table.

You spend an evening assembling a character. You hunt for the right lineage, the right background, the right feat chain, the right magic item that patches the hole the class left open. You print another page. You add another box. You write another reminder in the margin because the game will not remember it for you. Then you sit down to play, and the return on that work is a long fight, a monster that is a bag of hit points, and a feature you never used because the trigger never quite lined up.

After a while the wheels come off.

The sheet gets thicker. The character does not get more interesting. You are carrying more rules than personality. You are carrying more options than decisions. You are carrying a legal document that happens to have a name at the top.

I had the proof sitting right in front of me at a quarry.

The party was up against goblins and dire wolves. Interesting terrain. A timer. Hazards. Elevation. Places to shove people off a ledge. All the encounter-design boxes ticked. A good story attached to it, too. This was not a hallway with six identical rooms. This was supposed to be the kind of fight you remember.

After a while, I got so bored I started fudging the rolls just to make it end.

Yeah, yeah, yeah. I didn’t miss the goblin. Hit with the arrow. Why is this still going? The characters felt invincible. They were invincible. There were no stakes. The wolves were scenery. The goblins were speed bumps with hit points. The timer stopped mattering because nobody was actually going to drop. The terrain stopped mattering because nobody was scared enough to use it.

Why did I even bother?

I wanted ToV to be the fix. On paper it should have been. Luck instead of Inspiration. Lineage and Heritage instead of the old ability-score tax. Talents instead of feat shopping. Monsters that are supposed to hit harder and die faster. Printed books I actually own. Compatibility with a decade of 5E material. The Monster Vault looks meaner than the 5.5E book. The design says the combats should squeeze.

At my table, they did not.

Same chassis. Same long rounds. Same invincible party. Same feeling that I had built a good scene and the system paid me back with a grind. I still found myself staring at the dice and deciding the goblin got hit so we could all move on. ToV did not change that experience. I am still struggling with it.

That is the honest part I have to write down, because this blog is not a press release. ToV is still the 5E I chose. I still prefer it to 5.5E. I still want the books on the shelf instead of a client and a subscription. I still think Kobold Press kept more of the game I liked. None of that made the quarry fight scare anyone.

The problem is deeper than branding. It is the 5E math, the action economy, the way hit points and healing and bounded accuracy conspire to make a “deadly” encounter into a twenty-minute accounting exercise. You can dress it in Black Flag language, and it is still the same machine. You feed it a better encounter, and it gives you a safer one. You feed it a clock and a cliff, and it ignores both until you start lying to the dice.

I am not done with the 5E library. I am done pretending the official game, or the better clone of it, is paying me back for the work.

If the character needs a second page, it had better be because something interesting happened, not because the rules ran out of room on the first one. And if I build a quarry with wolves, a clock, and a drop, I want the fight to scare the table. I do not want to sit there and start missing on purpose so we can all go home.

ToV is still on the shelf. I still like it. I am still looking for the part where the table feels dangerous again.