What does 5e offer?
* A system that a DM can run "shooting from the hip." The system is very simple so time can be dedicated to story development. Encounters can be put together on the fly; Difficulty Class doesn't change based on the PC's level and can be easily selected;
* Combat is quick: for a 4 person party most combat will last around 3 rounds
* Advantage/Disadvantage: rolling 2 dice and taking the higher or lower number instead of all those +2/-2s
* DM Fiat: the books do not spell out every little thing and refer back to the DM making the final decision
* Proficiency: The bonus for being skilled in something starts at +2 at level 1 and goes to +6 at level 20. That one bonus applies to any training/skill whether it is attack bonus for a weapon or being stealthy.
* Bounded Accuracy: It is mathematically possible for most creatures to accomplish a task, but creatures that specialize have a much better chance. A commoner with +0 Str mod can hit a warrior with full plate and shield (AC20), but it needs a 19 and up while a level 20 fighter needs a 9. A level 1 strength fighter with a criminal background and proficiency with thieves tools needs a 19 to open a DC 20 lock. A level 1 rogue with +3 Dex mod and expertise (double proficiency) in thieve's tools needs a 13 for that same lock. That rogue at level 20 would need a 3 to open the lock, and it could open a DC 30, the highest DC in the game, lock with a 13. So there is still a chance of success and failure at all levels in the game with the same enemies and the same DCs.
* Simplified Action Economy: A PC gets an action, possibly a bonus action, movement, and one interaction with the environment per turn.
* Legendary Resistance: Limited ability that helps some "strong" monsters avoid getting cheesed.
* Focus on story: The PHB reminds players to think of the motivations for why there character is getting involved in the adventure in the introduction to each character and race as well as through the use of the backgrounds.
* Easy to convert earlier edition adventures: Because it is easy to run ad hoc, there is not a whole lot that needs to be done when running an adventure from an earlier edition such as 3.5. Although you definitely can, like I do.
* Free starter set: While you want the books, your players may not want to shell out $50 for a PHB. This allows them to participate without needing to spend money.
* Encounter building: Because low level creatures are still viable opponents, you can throw a bunch in and have it be a valid encounter for a higher level party. Either the party burns resources or they could be overrun.
To answer some of the stuff you brought up in other posts:
* Full attack, power attack, and a lot of that stuff is gone for the most part. Some monsters and PCs get multiple attacks if they take the attack action, but that is just their action. There is no extra bookkeeping or powers with it.
* Reasons to buy the books: The books are *(@&#%(*&( gorgeous. Almost all of the artwork is evocative and beautiful. Rather than cram the information in, each section/monster/whatever starts on its own page. The white space is taken up by artwork. Monsters have descriptions of homes, society, and behavior. As rules light as they are, there is not too much sit back and read material. The PHB enjoyable reading bits are the introductions for the races, classes and backgrounds. The MM has great artwork and descriptions each monster. The DMG has interesting set ups for story elements, world building, and the magic items are cool. Any of these sections will spark a DMs imagination with ideas they can put in their game right now. However, there may not be enough good reading bits to justify $50 a book for just reading ($30 is an easier sell).
* From what I have heard the adventure in the starter set is the best adventure out so far that was made for 5e. It gives a cheap and easy jump in to the system for all involved.
* The starter set is an excellent gift. I gave 2 to my brothers at Christmas. My youngest brother took it back to university and had a blast running a game without ever having played any table RPG before.
* Kobolds get advantage when fighting with an ally. So they have a better chance of damaging high level characters even though they won't do too much damage each.
* Your money is tight, so start with the starter set and grow into the rest of the system. PHB, MM, DMG is probably the right order for acquisition for a DM, and the free pdfs can fill in the gaps in the meantime.
Now buy! BUY! (but gradually) And increase the D&D 5e user base!
EDIT: Edited to focus more on reason to buy the book rather than invest in the system. Didn't quite realize that was what [MENTION=221]Wicht[/MENTION] was getting at. Wisdom (Insight) check was low.