TheAlkaizer
Game Designer
Most of the content of all three core rulebooks are combat oriented. The options you get as you level up as mostly combat oriented. The majority of the rules and systems are all combat oriented. D&D is very combat oriented.
Can the game handle things out of combat? I personally think it has (5E) abysmal exploration rules and the social interaction rules are inadequate. Hence why I never personally met or played with someone that used these systems as they are. In my experience, people either wing it (100% improv and acting) or make their own system (or borrow it from another game).
That doesn't mean that things outside of combat cannot go smoothly. I enjoy a full session of only social interactions, moving around, etc. The game does nothing to support it, it stems almost 100% from the players investment in their concept of a character, the world building, the story built so far. But it works well because people want it to work and we're having fun. But it's basically just some freeform roleplaying that has nothing to do with the game we're playing, the exact same roleplaying could happen in almost any game (including freeplaying in the absence of any rules or character sheets).
There's stuff like flaws, bonds that the book as you to choose and then never mention again, but the edition does absolutely nothing interesting with it. It basically asks the player to come up with some elements of a character concept, and that's it. It's been years since I've met players or a DM that doesn't ignore them. At best, they're a crutch for new players to focus on one or two element of their character.
So in short...
Does 5E meaningfully supports the pillars or activities outside of combat? Barely.
Can your game focus on these pillars or activities and be fun? Absolutely.
Can the game handle things out of combat? I personally think it has (5E) abysmal exploration rules and the social interaction rules are inadequate. Hence why I never personally met or played with someone that used these systems as they are. In my experience, people either wing it (100% improv and acting) or make their own system (or borrow it from another game).
That doesn't mean that things outside of combat cannot go smoothly. I enjoy a full session of only social interactions, moving around, etc. The game does nothing to support it, it stems almost 100% from the players investment in their concept of a character, the world building, the story built so far. But it works well because people want it to work and we're having fun. But it's basically just some freeform roleplaying that has nothing to do with the game we're playing, the exact same roleplaying could happen in almost any game (including freeplaying in the absence of any rules or character sheets).
There's stuff like flaws, bonds that the book as you to choose and then never mention again, but the edition does absolutely nothing interesting with it. It basically asks the player to come up with some elements of a character concept, and that's it. It's been years since I've met players or a DM that doesn't ignore them. At best, they're a crutch for new players to focus on one or two element of their character.
So in short...
Does 5E meaningfully supports the pillars or activities outside of combat? Barely.
Can your game focus on these pillars or activities and be fun? Absolutely.