[...] But here's the thing. I am curious about 5e. But money is always tight and there's a certain psychological roadblock which prevents me from making impulse buys much over $30. I need some convincing. [...] So what does 5e offer me worth $150 dollars ($100 on Amazon) that wouldn't be better spent getting a new Core Rulebook (or maybe rebinding one of my old ones in leather), a copy of Shadow Run, and maybe the new edition of Paranoia when it is released? [...] Just tell me what 5e offers new that I can't get elsewhere or don't already have, that is worth the investment.
Like I said, it comes down to priorities.
I hope this helps.
I understand prioritizing.![]()
In this case though, the hobby is not "Play Dungeons and Dragons," but more broadly, "Play Games," so that the expenditure becomes but one possibility in a myriad of opportunities, each of which must be balanced against the other as to priority, value and desirability. Getting sundry reviews helps to clarify the perception of expected value so as to evaluate the order of priorities.
Decent fluff can flow fairly quickly, but only the first steps of good mechanical design are quick. Good mechanical game design is a craft. The time spent crafting is absolutely relevant. I would not say that the period the design work is protracted over matters, but rather the experience of the team, their focus on the design, and their prototype-play-tweak cycles. Discussing the skill of the designers and time they spent is a good indicator of the likely quality of the mechanics. Simpler, more likeable mechanics often come from more time, while complex mechanics are often a result of an unpolished, early take on them. The correlation isn't absolute, but it's significant.I appreciate the work that goes into writing books and game material.
I also know that time spent is not necessarily synonymous with quality. If it was, Synnibar would be a masterpiece compared to 5e, where the designers spent only a piddling couple of years to put it together. Indeed, sometimes a persons best work is also their quickest work, when ideas just flow out naturally and intuitively.
But as a consumer, it still doesn't matter. When I am reading the actual material, it has to stand alone, for itself, and the time spent crafting it really becomes irrelevant. Perhaps my favorite part of the book is going to be the one chapter that got cobbled together in two days, rather than the complex chapter that took months to complete? Discussing the time spent is interesting as trivia, or as a marketing ploy, but its not really a factor in whether or not I am going to actually enjoy reading what was written.
Decent fluff can flow fairly quickly, but only the first steps of good mechanical design are quick. Good mechanical game design is a craft. The time spent crafting is absolutely relevant. I would not say that the period the design work is protracted over matters, but rather the experience of the team, their focus on the design, and their prototype-play-tweak cycles. Discussing the skill of the designers and time they spent is a good indicator of the likely quality of the mechanics. Simpler, more likeable mechanics often come from more time, while complex mechanics are often a result of an unpolished, early take on them. The correlation isn't absolute, but it's significant.
I recognise that you prefer a pears-versus-apples approach to argumentation. Anything is possible. Sometimes I like pears, other times apples. But here we are speaking about the typical findings of the craft of game development. A field I've worked in professionally for decades. The question is not 'is X absolutely correlated with Y' but rather, 'is X significantly correlated with Y' so that observing X one is more likely to observe Y. You ask in your title to be convinced. Conviction in the case of something you have not experienced for yourself will typically require induction. Good induction means observing significant correlations. I would certainly concur with your sense that we cannot be certain based on design team's skill and effort that you will like 5th edition. But we don't need to be certain. All we need is a reasonable expectation. It is reasonably likely that more effort will result in a better, not worse, set of rules. Better laid out. Fewer errors. More checking of edge cases. Etc. We can acknowledge an absence of absolute correlation (X does not always produce Y) while still being capable of supporting the essential tools of conviction. Convince me to obtain X that I do not have? Induction is useful and relevant to that end.I don't actually know that you are right about this - some things come quickly, some come slowly; polishing can make things shine, it can also add complexity.
I think I would agree with your sense that 'forcing an idea to work' may not be the most fruitful use of time. But good design is a process that explores the design space (taking time and effort) and finds the fruitful paths. WotC have proved themselves good at doing this. I was very impressed with the background work they performed in preparation for 4th edition. I admired their courageous choice to venture into the unknown. It opened up design space. It turned out for me that 4th edition wasn't what I wanted. It is not a guarantee of enjoyment that someone worked hard on something.It really depends on the designer, I would think. I know for myself, some of my best ideas came as a sudden insight; generally the ideas I have to labor over are never quite as good as the ones which just came to me. YMMV.
I feel it is helpful to having a good discussion to point out the straw man. I did not say that you would or should read rules wondering how long they took to come up. The rules that are hardest and most effortful to come up with are paradoxically likely to be the ones that feel most natural and least effortful when you read them. But I didn't say that it was a factor in your personal game buying. For all I know, what you need to hear is that they used a particular shade of puce on page 13.But regardless of whether you are right or wrong, it is still irrelevant to my actual enjoyment to reading the material. I have never, not once that I can think of, read a particular rule and wondered how long it took the designers to come up with that rule or mechanism. Perhaps you do, and if so, kudos to you. But its not a factor in my game buying, ever.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.