D&D 5E What are the highlights of D&D 5th edition for you?

I just like the visuals and browsing the books. I don't get a lot of opportunities to play, but like the collection of books I have built up since 2014.
 
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While many people rightly criticise 5e's "natural language" approach as well as the vagueness of its rules right now, I think those were the right moves to make in 2014. Sure, 5e is still a complex game, and the designers ended up iterating on the "natural language" in a way that it no longer sounds natural (Crawfooord!). But coming from 3.5/Pathfinder 1E to 5E was such a breath of fresh air. Compared to these editions, the rules were much more compact, simple and intuitive. I don't think D&D would be as popular as it did if it stuck to the same complexity as it had before 2014, and while the problems of that approach have become visible with a decade's worth of hindsight, it was still a wonderful at the time.
 

Also, in terms of highlights as in "the best books of the era", I think the run of books from March 2016 to May 2018 was a great time to be a 5e fan. Back to back, we had:
  • Curse of Strahd, still one of the most popular 5e modules,
  • Storm King's Thunder, a great adventure,
  • Volo's, a significant expansion to the monster roster with interesting lore sections (most of which are sadly unavailable today),
  • Tales from the Yawning Portal, which updated many classic modules to 5e,
  • Tomb of Annihilation, a great hexcrawl adventure for 5e,
  • Xanathar's Guide to Everything, IMO the single best rules expansion book for 5e,
  • Mordenkainen's Tome of Foes, which added so many interesting (and high-level!) monsters, dropped a ton of great lore on Elves, demons, devils, dwarves, gnomes, halflings and gith (all of which are, again, sadly unavailable for purchase)
I remember getting excited for each release on /r/dndnext during that time, and it felt like 5e could only improve and go up.
 

While many people rightly criticise 5e's "natural language" approach as well as the vagueness of its rules right now, I think those were the right moves to make in 2014. Sure, 5e is still a complex game, and the designers ended up iterating on the "natural language" in a way that it no longer sounds natural (Crawfooord!). But coming from 3.5/Pathfinder 1E to 5E was such a breath of fresh air. Compared to these editions, the rules were much more compact, simple and intuitive. I don't think D&D would be as popular as it did if it stuck to the same complexity as it had before 2014, and while the problems of that approach have become visible with a decade's worth of hindsight, it was still a wonderful at the time.
Oh, I totally agree. Working with lots of beginners makes you appreciate how comprehensible the rules are for such a complex game. I very much hope that style is retained for the 2024 revisions; I very much think the advantages FAR outweigh any disadvantages.
 




The ease of character creation (by D&D standards) and that the subclass system makes it easy for newbies to create a broad range of characters. The only D&D in the same league at onboarding newbies is the old school red box and that has nothing like the range or flexibility of archetypes.
 

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