I’ve been playing since ‘77, and I’ve gotten to try most of the D&D stereotypes across the various editions. My fave so far has been 3.X, because of the flexibility.
As 3.5Ed ran its course, I started playing odder and odder characters, built using unusual classes & races. I haven’t gotten to play everything I wanted in that edition, and still design PCs with that ruleset. As time passed the more exotic they got.
I didn’t like 4Ed as much, but- again- had more PC concepts on paper than I ever got to play. I really liked that version of the Warlock, and some of the other options appealed to me on their own merits, inspiring different character concepts from 3.X.
But what I saw from the 5Ed playtest reports kinda left me cold. And many of the subsequent threads here over the years haven’t much moved me. However, a close friend is thinking about getting into 5Ed, and I’m wondering if I’m not giving the system a fair shake.
So, I’m looking for an overview of the races & classes available for PCs, to see if any of my unplayed characters would be supported by the latest edition, or if there are new esoteric options that might inspire me to create new heroes.
Wat’cha got?
I have been playing since 80 ..... so not quite as long as you ..... and my favorite version is 5E. The worst edition for me is 3E (not counting 4E in this discussion since I did not play it very much).
Given that you like 3E the most implys we do not like the same things. I find 5E more immersive and overall more fun than other editions.
Why I like 5E the best (with specific references/comparisons to other editions).
Flexible character builds: IME 5E offers the most flexibility and VIABLE options for character builds. 3E had more total options available, but due to the feat chains, but for me most 3E PCs were on a railroad and the lack of bounded accuracy meant then needed to keep investing to not fall behind. 5E has a lot more flexibility. In one campaign I multiclassed to Ranger in the middle of it, without planning to, just to pick up some stuff the party was lacking. You can take pretty much any feat and not worry about being completely non-effective because of it. 3E really penalized you for going off -build.
Classes don't have defined roles: While some classes are better than others at certain things , most classes have a variety of play styles. You can play a melee Wizard and be VERY good at it. You can play a skill monkey fighter or a strength-based Rogues. It is not completely wide open (melee Sorcerer or healer Fighter is not really doable) but there is a lot of variety.
Parties don't have defined makeups: In 1E you needed to have a Cleric, a Magic-User, a Fighter and a Rogue in every party, later versions eased this a bit but there were still specific, defined roles you needed to cover. 5E can be played very effectively with any combination of classes. You can play 4 Wizards or 4 Rogues, or 4 Fighters and be totally ok ... becuase of how diverse classes are.
Bounded accuracy: 5E has a skill system similar to 3E (one of the good things about 3E), but it does not require endless investment. In 3E if you started with a high dexterity you would be pretty decent at hiding at 1st level, but you had to keep investing in it or else you quickly became poor at it. In 5E your 18 dexterity gives you a +4 and that means you are still a +4 at 20th level and will be able to hide successfully a pretty good amount of time. Same with AC, your Goblins can still hit your fighters fairly often at 20th level.
Combat: Combat in 5E is awesome for two reasons. First, you can do just about anything you want. This can create some stress for DMs, because there obviously are not rules for "everything" but it is so flexibile. Additionally the standard actions are streamlined. It is closes to 2E I think in how it works. 1E was really complicated with declarations, and then sequences and then different melee mechanics if you were fighting monsters vs NPCs. 3E made this very regimented, less complicated but still overly rules-oriented and you really had a budget that you had to adhere to or you would really get behind. 5E the basic things you do are simpler, but the rules allow for a lot more things.
Races Overview:
There are far too many races for me to list. If it was a race in a previous edition it is available though. Esoteric (and powerful) options in 5E include Goblins, Shaddar-Kai, Eladrin, Damphir and Hexblood.
Goblin is not so esoteric but is really powerful. Shaddar Kai and Eladrin let you teleport around the battlefield getting damage resistance (Shaddar Kai) or frigtening/charming people (Eladrin). Hexblood is a Hagspawn.
Classes:
Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard, Artificer
There are a ton of subclasses with these. You can't really give an overview because subclasses really affect how a class plays. You can build a caster Ranger for example who almost never attacks at medium/high level and be pretty darn effective.