I've previously stated that 5th Edition Dungeons & Dragons is good enough to sway me from my 3.5e ways, but discussing what makes this new ruleset so great while telling my D&D history just didn't gel. The latter was personal, while the former is analytical.
In case it has any relevance, here's the short version of that post:
*I've been running 3rd Edition/3.5e D&D since 2001, modding it and otherwise investing in it for years.
*4th Edition D&D was trying too hard to be World of Warcraft, ruining the depth of the franchise.
*Pathfinder was trying too hard to be 3.5e, creating a system too similar to abandon my investment for a marginally different product.
*Playing through Baldur's Gate recently showed me that dice have too much power over D&D, often causing poor experiences for all involved. (Note: Of course the Dungeon Master can override the players' dice, but doing so still marrs the memory of that moment.)
*5th Edition D&D succeeds at pushing the rules as far out of the core experience, encouraging memorable sessions. For these reasons, I'm finally packing up my 3.5e books and moving on.
Simplicity is the beating heart of 5th Edition. Much in the way you don't think about breathing (until some jerk on the internet mentions it), the core rules of 5e quickly become second nature, fading into the background of the game. How? The common rules between characters are lean, offering a minimal amount to memorize in order to get the game rolling.
Combat is broken into a small set of immutable actions, and each action can only be used once per round. During your turn, you get to Move, perform an Action, and perform a Bonus Action if your character has one available. Outside of your turn, you have a single Reaction. Simple so far, but what if we dig deeper?
Characters are assumed to have a much higher combat competency in 5th Edition, so fewer questions come up about what sort of action some task will take. During movement, which may be split up however you see fit during your turn (without the need for three feats and a decent dexterity score), your character can do many small things that would slow the pace of 3.5e (opening doors, drawing weapons, handing off a potion, etc.). Your Action includes the basics like attacking, casting a standard spell, aiding an ally, or just moving again. Actions are enumerated in the Player's Handbook, but that list is short and sweet, with only a few options left to list (why not list them here: Use an item, Hide, Disengage, and Dodge). Gone are all the tricky combat maneuvers that required reference, instead available only to the fancy Fighter or Feat-bearer, allowing the rest of the table to concern themselves with rules more relevant to their characters, like how magic always seemed to go in previous editions.
On magic, we have a lovely development in the way spells are listed. Instead having collections of spells that cause the same effect (Cure Minor Wounds, Cure Lights Wounds, Cure Square-Shaped Wounds, etc.), only a single spell is listed which may be cast at a higher level spell slot for a more potent effect (Cure Wounds adds dice to the roll). This allows a boon for casters that prepare spells: Instead of preparing spells in the spell slot they will be cast at, the player has some number of spells prepared from which they choose what to cast in the heat of the moment. It's a simple additional step that offers greater versatility, encouraging more auxilary-flavored spells to come into play (for example, having Charm Person on hand while traveling the wilderness). Altogether, it's a much more fluid experience for magic-users, who no longer have to dote over their spell list at every moment.
So players get to focus on what's actually going on in game instead of reading and cross-referencing rules, but what about the DM? This is where 5th Edition really shines for me. The 3.5e rules stated that a +2/+4/+6 circumstance bonus was the DM's best friend, then immediately showed off tables of various bounses and penalties ranging from -10 to +10. 5e's circumstance bonuses and penalties contain just four possiblities: Disadvantage, +2, +5, and Advantage. That's it. Firing at an enemy with partial concealment? Disadvantage. AC bonus for half cover? +2. Three-quarters cover? +5. Attacking an enemy unaware of your presence? Advantage. (Disadvantage/Advantage: roll 2d20, keep the lower/higher value.) Despite having played 3.5e for 13 years, I constantly need to reference these examples, yet I know the rules for 5th Edition with only 2 months under my belt.
That's the key to 5e's simplicity - the rules don't contain tables and charts of information to reference as needed, only a few pages of basic rules that everyone needs to know. Once you have that core down, you only need to reference the book for equipment, spells, or class features - the stuff that only pertains to your character. This democratizes reference, allowing the DM to focus on running the game while that single player looks up the details on whatever special action they're about to attempt.
5th Edition has also done it's best to do away with calculations on the fly. 3.5e often turned into a pop quiz: What is the attack bonus for a melee attack made from high ground while flanking and under the effects of a level 1 bard's Inspire Courage, the Haste spell, and Bull's Strength? Answer: +1 for high ground, +2 for flanking, +1 for Inspire Courage, +2 for Haste, +2 for Bull's Strength + the character's precalculated melee attack bonus. Six variables. That's a lot of numbers to juggle, and that's the sort of mental hurdles that slow the game down. Yes, it's simple addition, but it still takes bandwidth to keep it all in mind. 5th Edition cuts all this circumstantial math out - no more bonuses for high ground or flanking - because it doesn't need it (more on that soon). Rolls are quite simply this: result = roll dice + precalculated bonus. Most circumstances boil down to granting Advantage or Disadvantage on the roll instead of giving some small bonus or penalty, and many class features offer additional dice instead of some obscure constant to look up. The numbers are on the character sheet and the dice, not hidden in some book.
Speaking of numbers, one of my favorite changes for 5e is the compressed numerical system. You don't need to orchestrate a +8 bonus from various small benefits because +8 is huge in 5th Edition. Proficiency, 5e's singular replacement for base attack bonus and skill points, varies from +2 to +6. Ability scores are capped at 20 for player characters. That means a high level character is only rolling at a +11 bonus (compared to 3.5e's +25), whereas a low level character should be rolling with a +5 bonus. There are only about 6 points of difference between level 1 and level 20, meaning that an Armor Class of 18 is always good, a +2 bonus is always decent, a +5 bonus is always great, and the usual number you need to roll to actually hit in combat or succeed at a skill check lands in the realm of 7 or better. Compared to 3.5e's need to roll mostly 12 or better, there's roughly a 25% lower chance that a player will consistently roll failure. That is just a mathematically superior playing experience.
Instead of just having numbers that go up every level, characters get more interesting options and inherent (precalculated) bonuses, which unlocks more choices based on your chosen class and specialty. You get to do more with every level, not just do slightly better at the same few things you've been doing since first level. That's not to say that you end up with an overwhelming set of loosely related abilities - they do all play to the same tune. For example, the Rogue gets a slew of abilities focused on movement so that they can get into position to roll with Advantage and add their deadly Sneak Attack damage.
5th Edition plays fast and deep, offering a greater focus on the storytelling aspects of D&D than previous versions. The rules are built very intentionally to support this, with very little to remember in the core rules, clearing up mental bandwidth so players and DMs alike can focus on what's happening in game. While we have yet to see the Monster Manual and have some time to wait for the Dungeon Master's Guide, the Player's Handbook has shown a tremendous amount of love went into crafting this purposely simple ruleset. It's a conduit for fun and stories from the table, and is more than good enough to sway me from my 13 year history of 3rd Edition and 3.5e. If you're at all on the fence about 5e, check out the Starter Kit or free basic rules online. Even if you play another system entirely, there is some incredible design work well-worth reading.
In a word, 5e is intuitive. It is sufficient. Extraneous rules were purposely removed or transmuted into simpler forms. 5th Edition is a distilled and purified ruleset, cutting the chaff while honing the truly important themes of the game. It is the finest version of Dungeons & Dragons, acting both as a "best of" album and the comeback tour.
Yet of all the reasons I've argued that 5th Edition is superior to it's predecessors, one key theme throughout the Player's Handbook truly does make it a better game. D&D, and gaming in general, is for everyone, and Wizards of the Coast has made that exceptionally clear in the flagship of tabletop roleplaying. The core rulebook for players clearly states that the worlds of Dungeons & Dragons are vast and diverse. All manner of peoples, races, ethnicities, religions, sexes, and genders are found in these realms, and your character can be whatever you want it to be. These rules are welcoming, not just to the diehards or some schmuck that stuck with 3rd Edition for the last 13 years, but to everyone, for whoever they may be. 5th Edition is for everyone, and that's really all that matters.