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Skies Above vs Tales of the Valiant

Compare Skies Above and Tales of the Valiant side by side. See differences in complexity, dice, genre, and more.

Skies AboveTales of the Valiant
GenreFantasyFantasy
TagsJRPG, Cinematic, Tactical, High-Fantasy, Heroic, Character Building, Mana Points, Theater of the Mind, Lore-HeavyHeroic, Character Building, High-Fantasy, Tactical
Core MechanicRoll d8 + two Attributes + modifiers against a Target Number (typically 10, increasing in steps of 4 for harder tasks). Natural 8s explode, rolling and adding again; every additional 8 raises the Critical Level, scaling damage and effects. A natural 1 is an Epic Fail that halves the character's Defences until their next turn. Critical hits dealt and taken generate Overdrive: once eight stacks accumulate, characters spend them to take an additional action that round, modeling the limit-break payoff of classic JRPGs.Roll d20 + modifier against a target number or opposed check. Uses the core 5e framework: six ability scores, proficiency bonus, advantage/disadvantage. Adds a Talent system for additional character customization, reorganizes spells into numbered Circles, and introduces new Heritages and Lineages for character creation.
Diced8d20
ComplexityMediumMedium
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book toolsBook tools not listed
LicenseAll Rights ReservedCreative Commons CC BY 4.0 (Black Flag Reference Document)
Third-Party PublishingNot yet researchedNot yet researched
PublisherLost Haven StudioKobold Press
Year20262024
LanguagesEnglishEnglish
Best ForGroups who want a JRPG-inspired tabletop adventure: picking from twelve jobs like Dragoon, Dark Mage, or Engineer, channeling elemental magic blessed by eight goddesses, and journeying by airship across floating sky-islands in the aftermath of a magical cataclysm.Groups who want to continue playing 5e-style fantasy with backwards-compatible adventures but prefer an independent publisher with new heritages, talents, and spell circle organization.
HighlightsExploding d8 with stacking Critical Levels: multiple natural 8s in a row cascade into larger crits and bigger effects, so heroic moments scale rather than cap. Overdrive accumulates from critical hits dealt and received, and spending eight stacks grants an additional action that round, giving combat a JRPG limit-break rhythm. Twelve job roles span melee, magic, ranged, and support archetypes, and characters add a second job at level 12 to cross-pollinate abilities and weapon ranks. Eight elemental goddesses anchor both magic and the bestiary: every Skyfolk lineage is blessed with resistance to one element, and creatures carry specific elemental weaknesses that double incoming damage.Fully backwards-compatible with 5e adventures and supplements, Talent system adds character customization beyond subclass choice, spell Circles streamline spell level organization, backed by Kobold Press's extensive monster and adventure catalog
ConsiderationsCombat is the most heavily detailed pillar of the rules, with conditions, elemental damage, front/back row positioning, and an optional battlefield grid: investigation, intrigue, and downtime get coverage but less mechanical depth. Light and Dark Mages cannot learn from the opposing path, locking each spellcaster out of half the elemental spell list and pushing magical variety into multi-job characters. The exploding-d8 swing is wide: consecutive 8s can demolish encounters while a natural 1 halves a character's Defences and opens them to brutal counters. Setting and mechanics are tightly woven: Skyfolk lineages, the eight Goddesses, and post-Breaking lore are baked into character options rather than presented as swappable flavor.Very similar to 5e: groups satisfied with existing 5e rules may not find enough differentiation, still building its own identity separate from D&D, Monster Vault sold separately