So is the takeaway here they could slap D&D on any game system and its fans would still buy it? Im not sure history really peoves this assertion as true...at least for some part of the fan base.
Also, I got to ask since we are declaring D&D as definitively not the best ttrpg (something I really wish people would stop doing since for some part of the rpg market it clearly is)... what is the best ttrpg in the world?
This post is in the context of fans purchasing it, Im pretty sure that if D&D dropped the d20 system and instead adopted the PBtA system, principles, playbooks, etc. A sizeable portion of the fan base would not in fact purchase it.
I think that we can look at 4E as being an example of a change too far - at least for many fans.
But let's consider a few points:
1) 4E came out in 2008. And while I don't have the numbers, I'd suggest that it was trying to cater to an audience that hadn't grown in decades. Today's 2024 5E revision is trying to satisfy a group of players, the majority of whom have been in the hobby fewer than 5 years.
2) 4E added complication, crunch, slowing down combats to a frustrating crawl. I propose speeding up and simplifying the game.
3) 5E has lost the pulse of fantasy media. Watch any recent fantasy, and you're not going to see anything resembling low-level D&D (The Mighty Nein, Honor Among Thieves). The designers need to recalibrate what the expectations of the class fantasy is. (Why am I playing this character?)
4) To appeal to modern fantasy, they need to remove arbitrary character death. They should look to the mechanics of Daggerheart or Fabula Ultima.
5) They should get away from precise measurements and use narrative terms for distance and time. If they are going to suggest theatre of the mind, they should make tools to facilitate that.
As it is, 5E is a system on life support. It was designed to appeal to the grognards of 2014. Precious little innovation has occurred on a system that could've been considered retro even a decade ago.
Since you asked what is the best ttrpg in the world, I actually have some answers for you...
Better tactical combat, build options - Pathfinder 2E
Better narrative flow - Dungeon World
A good blend of narrative and build options - Daggerheart
Better exploration mechanics - The One Ring
D&D tries to be a panacea for the entirety of gaming and ends up doing nothing well. It should pick a lane and try to improve its delivery. Like, let Pathfinder handle the crunch, and give more tools to make a better narrative game where players can explore character arcs, build immersive campaigns, create unique character-defining abilities so they could envision their characters in a show like the Mighty Nein, skip past the "rats in the cellars" levels 1-3, assume shorter campaigns that match your research.
D&D knows how people play and doesn't give their players the tools to actually do anything about it. They're too hamstrung by tradition and corporate interests to create a game that doesn't feel like it belongs in 1999.