Alright, I’m going to talk Fifth Edition D&D. Hold on to your hats, it’s going to get old school in here.
First question, just to get it out of the way, is 5E a good system?
Second question, will you like 5E?
Third question, should you switch over to 5E from your current system?
And there, mysterious hypothetical questioner, you have hit the nail on the head. 5E brings a lot of really good, really fun stuff to the table, but whether or not it’s for you and your group remains to be seen. I can break it down for two groups who are going to absolutely love it, but otherwise it’s going to be a case by case decision. First off, if you’ve never played D&D before, or your group is going to have a lot of people who are new to tabletop, this is absolutely the game for you. Second, if you’re in a D&D group, or you have friends who enjoy D&D, but you cannot decide on an edition to play, pick this one.
Fifth Edition plays smoother than absolutely any other version of D&D or similar RPG while still retaining the freedom that makes pen and paper such a marvelous method of mutual entertainment. Streamlining efforts have been pushed to the brink, tying almost every action directly into a stat roll, one way or another. Stats pour directly into attacks, skills, and saves, without any intervening stage such as Reflex Saves or Pathfinder’s Combat Maneuver Bonus, making number crunching far simpler. Most bonus and penalty stacking has been replaced with an intuitive advantage/disadvantage system that translates to rolling twice and picking the higher or lower dice depending upon whether the circumstances are favorable. In fact, there are fewer steps all around between the player declaring an action and the results being known. There’s also a straightforward system for replenishing abilities, as resting for a day tends to put everything back to normal. I was initially skeptical of this, but upon experimentation, players burn hp at an alarming rate, and playing well enough to survive to rest is worth the benefits of resting.
That’s just mechanics, and while mechanics are important, they aren’t why we play these games. So let’s talk about narrative. 5E bakes narrative right into character creation, with every character picking a AD&D-style background that grants both a non-numerical mechanical ability (such as contacts in the underworld for a criminal) and forces the player to think about who their character is and was. This also benefits the canny game master who can use their player’s actually existent backgrounds as a source of plot hooks and immersion as characters interact with friends and family from their pre-adventuring days. The Monster Manual includes at least a full page of background and setting detail on every monster, the Dungeon Master’s guide is as bountiful in role playing advice, alternate rules, and magic items as it’s AD&D 2E grandfather, and, this is the kicker for me, the DM screen has a random name and random “Something happened” table on it.
If you’ve got a favorite previous edition, you’ll recognize the bits in 5E, like a much saner version of 3.5’s feats or spell casters keeping one or two tiny spells they can cast forever, a la 4E, and if you’re new, this will come easier to you than any of the other options.
In conclusion, this isn’t my new favorite system, but it might be yours. I’m glad I picked up the books either way.