D&D 5E Which 5e Should I Propose to My Group?

I don't think my players are even consistent in what they want. Some players might be ok with Level Up, some might want to stick with 2014. I just don't want to lug around numerous systems to run a game.
While I was mixing systems with another group, I found that I was getting terribly confused when I was trying to use Level Up rules while helping a player run a 2014 ranger because those spells don't exist in Level Up.
And then there's Supply, Strife, and other keywords that don't translate between the versions.
So I suppose I could do monsters and treasure from Level Up, throw in minions and boss monsters from Flee Mortals, and everything else player focused from 2014?
I wonder about letting players choose their classes from any of the 5e-ish books you allow, and then making photocopies / digital scans of the relevant parts of the book…that would work for me.

This approach is more “gather round and make PCs together” (ans opposed to “come with PC ready”) and probably makes D&DBeyond addiction harder to indulge.

What you do behind the screen, those are the books to bring.
 

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A player role-playing as a Fighter could try to aid their party by exploring or socially interacting with others during an adventure. There is nothing stopping the player from doing anything with these two adventuring pillars. However, the player is left with the question, how does the Fighter go about exploring or socially interacting with others compared to the other classes?
Perhaps by telling the DM, "My PC would like to tell the guard about X (perhaps, for example, his background as a soldier) in order to get the guard to do Y (perhaps, for example, to get the guard to let them pass without having to sign "the book" or pay the full toll or whatever). Etc. Engaging with the 5e play loop allows a player to have their character try most anything.

Level Up tries to address this question by providing class features that cover those two pillars in addition to the combat pillar. Often in a class specific way. A Fighter is going to do things for the exploration pillar that are different than how a Ranger goes about using the same pillar. They are also going to socially interact with other folk who are like them in some way, thus making them at times, the party's face in certain situations.
Sure, having some specific mechanics can also serve as a prompt to have your character do/try certain things.

My players usually don't try to be overly social unless they're playing a character with decent charisma and/or the skills for it, because they'll inevitably push for something that'll require persuasion and It would've been more "mechanically advantageous" if they had just had the face character try it instead.
Fair enough. When a PC is attempting to do something in the fiction, it is smart play to lean on their strong points in case the DM calls for an ability check which, by definition, comes with a meaningful consequence for failure.

Whereas, yeah, with A5E your Berserker might be able to use Constitution for all their persuasion checks, or the fighter might get a +d4 bonus to interacting with soldiers.
I guess I would wonder why CON can be used for a Persuasion check in the fiction? I'm sure there is a way much like one might use STR for Intimidation. Along those lines, where a barbarian or fighter might want to flex in an attempt get an NPC to back down, the DM can call for a STR(Intimidation) ability check. It's less prescriptive that way. A bonus given to the fighter when interacting with soldiers would be the Advantage mechanic in 5e... if a roll is required at all.

Yes you as the GM could throw them such a bonus when you make the call for a check, but if the player knows they have this bonus beforehand, because it's a feature they chose, they're more likely to try in the first place.
Of course. A 5e DM should not be stingy when it comes to ability checks. Be flexible with adjudication if it makes sense in the fiction - and there's plenty of ways to get different approaches to make sense in the fiction. In such a way, the player knows beforehand that said bonuses are possible depending on the scenario.

But, I get it, some people want the level of crunch spelled out for them. Nothing wrong with that, either.
 

I personally have never had a player outside of an immediate dungeon/adventure environment choose not to try something because their character was not the best at it, but they just makes rolls as the DM calls for them based on their attempts at something. Sure if they whole party is at a locked door and the party rogue is best at picking locks, it'd make sense to let them do it. But if the party fighter is talking to someone at a tavern, it would be weird (in my opinion) for them to suddenly stop b/c they want to persuade the person of something and then go get the party bard and say "Can you try to persuade them of X for me?" It is not that I would not allow that, but chances are there would be some modifier based on the PC's awkward behavior.

I have definitely had them not try something (or find an alternate approach) because they aren't very good at something and the consequences for failure might be too severe to risk in their opinion (and they have choice) but that is independent of what others in the party may or may not be good at.

Then again, I am one of those weirdos that thinks D&D is more fun when you sometimes have to try stuff you aren't great at and make a suboptimal choice to move forward.
 

I've been exploring a number of different games recently that are sort of D&D adjacent. I'm playing in a 5E game using the 2014 rules right now and even though it's fun (great DM) I'm just thinking about so many other options. Recent games I've explored are: Tresspassers, Mythcraft, and Grimwild. I'd take all of them for a spin before starting another 5E game.
 

I guess I would wonder why CON can be used for a Persuasion check in the fiction?

But, I get it, some people want the level of crunch spelled out for them. Nothing wrong with that, either.
Just FYI, this is the feature:
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I definitely understand where you're coming from though, but 5e sits in an awkward middleground (in my mind) with crunch: the characters get a lot of features, so players are more likely to rely on what's on their sheet (I guess that might apply to all modern DnD). I guess it's the difference between saying you want to do something, and then referring to your sheet, versus referring to your sheet to see what you CAN do (or are good at). In principle I prefer the former, but most folk I've played with, in practice, really trend towards the latter.

A5E is explicably crunch/complexity-heavier, so it makes sense that it leans into that.
 

Cons: I've repeatedly run into issues with encounter balance, poorly designed enemies, little guidance about awarding treasure.
Dungeon Master's Guide isn't very clear about it, but 5e 2014 have a very specific expectation about treasure: you're awarded the equivalent of one treasure hoard of adequate level each adventuring day. (one hoard at level 1, one at level 2, two at level 3, three at each level 4 to 10, and two at each level 11 to 20)
 

Perhaps by telling the DM, "My PC would like to tell the guard about X (perhaps, for example, his background as a soldier) in order to get the guard to do Y (perhaps, for example, to get the guard to let them pass without having to sign "the book" or pay the full toll or whatever). Etc. Engaging with the 5e play loop allows a player to have their character try most anything.
A player can certainly do this in 5e or in Level Up without any mechanical benefit for their character. It's been done countless times in D&D.
 

Do you feel a 5e Fighter can’t do/try these things?
I play straight 2014 5E, and I certainly feel like fighters can do those things. Some players might be less inclined to try it because fighters don't typically have high charisma. But for something like gathering information from other martial types, which would be right in their wheelhouse, I'd probably give them a certain amount of information for free and grant advantage on rolls to ferret out more difficult stuff, due to favorable circumstances. I'd also let the players choose between persuasion or another charisma-based skill, investigation (intelligence), or possibly even insight (wisdom) depending on the approach they wanted to take. Backgrounds can also be leveraged ("Hey, he's a sailor, and I used to be a sailor too! I'll buy him a drink and chat about seafaring stuff before asking about Red Jack.")
 

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