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by lotharbot 3155 days ago
the short answer is that some systems better support creative experiences than others.

Each system provides both power to tell stories and restrictions on what stories make sense within the framework. 3.5e, for example, was a high-powered but extremely clunky framework -- it let you build epic creative experiences, but often got in its own way. 4e was a lower-powered storytelling experience because it was so focused on "balance". (My experience doesn't go all the way back to 1e so I can't comment on its specific strengths and weaknesses.)

One thing I really like about 5e is that it's quite streamlined, but has a variety of options integrated into the core game. Things that were clunky in prior editions (like prestige classes in 3.5, or ritual-casting in 4e) are now supported smoothly. So it's high-powered but also kind of gets out of the way.

EDIT: I think the fear of learning new rulesets is itself a reaction to the overly complex early-edition D&D rules. You have to learn so many different types of mechanics and try to keep them all straight. You have a bunch of different bonus types and have to learn which ones stack, and then try to maximize the overall stack. 5e is actually really quick to learn, and as such, it gets out of the way of the creative storytelling experience a lot more than earlier editions.

1 comments

> 5e is actually really quick to learn, and as such, it gets out of the way of the creative storytelling experience a lot more than earlier editions.

To add to this, one minor thing I like about 5e is how much freedom the game explicitly gives the Dungeon Master. Obviously nothing is truly different, the DM is god in every edition. But I've played with many, many DMs (usually new DMs) who will refuse to do something fun because it goes against some way a rule is written in the book. Even if they and the whole party wants it to happen, it would be breaking "the rules".

The first DM I ever played with actually would never let us call anything a rulebook. It was a Player's Handbook or guidebook, or what have you. Because as she said, she was the rules, not the book.

I think that really helped form a mentality of "Fun First" when I run a game. The 5e books felt a little heavy-handed at first, every third spell says something along the lines of "If the DM chooses". But it's already helped me in some real games as a player, where the DM can do what they want and not what the book says, because by doing what they want they're still doing what the book says.