MM and DMG are a lot better imho.
Personally I like the PHB as well BUT.
1. Players are a lot more powerful.
2. Game is more complex heading towards 3.5/4E levels. (5.0 is around a 5-7 out of ten levels 5.5 starts around 7).
3. Combat takes longer. Some monsters have around double the hp. 30-45 minutes can be standard.
4. Combat can be very swingy espicially with crits. CR 8s with 3 attacks eack dealing 7d6 or 8d6 damage (with +0 wisdom saves). NPC Spellcasters having basic attacks that beat their cantrips or a cantrip can outright replace one of the attacks. CR 17s dealing 40d6 AoE things like that. CR2 2d8+3 psychic danage at range, 4d10+5 force damage 4 attacks CR 12.
5. Counterspell got nerfed. Its kinda of a temporary swing now.
6. Encounter rules are tougher. Either you use a large amount of fodder (double 5.0 roughly) or fewer creatures with buckets of hit points. Contributing to point 3. Fame suggests you don't outnumber PCs more than 2-1.
7. Damage dealing spells outside emanations feel kind of mid. CR3s with 80+ hp means fireball feels underwhelming even if you hit say 5. On paper you might deal lots of damage but yeah.
The meta is spellcasters disable and let the martials sort things out while using an AoE emanation to contribute. Spellcaster damage is to low until higher level and then they have better things to do.
Yeah, hard disagree on everything there, because all the things you seem to have considered bugs in the 2014 version are to me either the selling features or non-issues. I knew how it worked, I never had trouble explaining to people how it worked, and because it worked differently than other spells it was actually tactically interesting. Sometimes it was clutch, other times it was useless. That's what made it interesting.
If everything is going to be so standardized they should just cut out half the spells, because they're just endless boring versions of the same things. 2024 5e seems to be basically all the complexity of 2014 5e just with less actual flavor to be found in that complexity.
There is of course another reason, which is just that change is inexorable.
The sooner you make it and get over it, the happier you will be.
The longer you go without making the change the more likelihood that your players and yourself will pick up on, read, hear or see things that you think are for your game but not actually your game. The relevancy of 5e 2014 will dwindle and in a couple of years you’ll be left wondering why you didn’t switch.
Horrible is a bit strong. I’ve played lots of out of print or no longer supported games as well as current ones and I know which I’d prefer.This is horrible. "Relevancy" is a trap, it only matters for the sellers on the market (all markets, not just RPG). If you think you are happy only by following what is current, think again. There are plenty of groups who play BECMI, AD&D or other editions, and they couldn't be happier.
4E never threw away diversity (it actually made different spellcasters like sorcerer and wizard way more divers from one another (by having non overlapping spell lists, class feats and roles), similar fighter and ranger were a lot more different than in other editions) it just implemented modern game design including balance and precise and standardized wording.I feel the same. The standardization process is appalling... it reeks of the same "badwrongfun" attitude of 4e, throw away diversity (like the old Sleep spell) in the name of a presumed safety, plus "the majority anyway likes it this way, so the minority can just suck it up and adapt". I was really not expecting Crawford to do something like that![]()
4E never threw away diversity (it actually made different spellcasters like sorcerer and wizard way more divers from one another (by having non overlapping spell lists, class feats and roles), similar fighter and ranger were a lot more different than in other editions) it just implemented modern game design including balance and precise and standardized wording.
Of course many players of old D&D had problems adapting to modern game design, but nowadays where people who played old editions of D&D are such a small neglectable amount of D&D players overall, it makes sense to ignore them, to make things better. In the end people unable to adapt can just play old editions, I dont see why everyone should have to suffer lack of modern game design because of some people unable to adapt.
Diversity does not come from single overcomplicated spells a single player might have, especially when the spell rewards metagaming (knowing hp of teammembers and hit dice of enemies). Having actual different weapons behave differently in 5.5 brings a lot more diversity, then making single spells behave less like exceptions. Also having a complicated spell, which may hurt your team, which is only really useful in levels 1-2 (and maybe in special situations a bit later) is just really bad gamedesign, since levels 1 and 2 were only meant to be played by total beginners and skipped by others. 5.5 says this now openly and is overall just more consistent in its design.
(Also the sleep spell in D&D 4E is pretty unique (non damaging, can give unconscious which gives auto crit, and uses "condition gets worse if you cant get rid of it"), it does not use hit dice, since well that did not exist in 4E, and hit dice is a bad design anyway, but its definitly not less diverse. We could even argue that a Crowd Control Spell which cares for HP is more close to damage spells, since in the end it cares for the same as damage spells (HP) just instead of ko it makes people sleep, which in practice might have the same effect).
I have now done that. Gets crazy otherwise.....
Just make sure to nerf the emanation spells to only trigger 1/round instead of 1/turn if your players love to break the game.
....
Modern game design is leading towards simplicity.
4E doubled down on complexity its a big reason why it tanked. Its complexity slowed things down and contributed to its playstyle.
The customer is always right. Cant force people to like "modern design" (meaningless term) when its conveniently your preferred option.
5.5 complexity relative to 5.0 is one reason why I dont think it will last as long (could be wrong).

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