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Last night, I talked about what I loved about 2e. Tonight, I want to talk about what I love about 5e.

Five things follow.

(This is a long thread, because there's a lot to love. I don't cover it all here, but these are some of the main things.)
1) The versatility. 5e gives the flexibility to have a maps and minis tactical campaign OR a cinematic, Theater of the Mind epic OR a campaign that has features of both. It has huge, expansive stories that span continents and tiny tales that can be told within a small town.
It fuses some of the best features from all of the previous editions and gives a new, turn-it-on-a-dime, ultra-flexible system that can bend to pretty much any whim a DM can throw at it.
2) The layers. 5e is the easiest entry point to D&D yet. No THAC0, no "some high rolls are bad, some are good," etc. It is incredibly beginner-friendly, but there is TONS of space for advanced players to fiddle with customization, homebrew, multi-classing, feats, etc.
Lore is present, but not overwhelming. The story offers up a ton of incredible entry points where, if someone scratches at the surface, it uncovers a huge chasm full of lore-filled wonders to explore.
3) The adventures. There are flavors of D&D that I didn't know I was missing until they appeared (hello, infernal war machines!). Curse of Strahd is (pointy-tooth) jaw-droppingly brilliant. Waterdeep takes two habits of new players: murdering everyone they meet and...
...not having a home base, and gently nudges (or forcefully shoves, depending on your DM) players into realizing that they exist in a WORLD with LAWs and PEOPLE, not mobs to kite and knock off. Each adventure has gems of NPCs and locations and story that makes players...
...giggle or gasp or giddy. The art is STUNNING. The maps are fascinating and intricate (ZOMG MAD MAGE) and styled for the story they are telling. The standardized format has great perks, especially to people who want the information in a straightforward, consistent manner.
It makes prep easy, especially if you use a system like @Mikaela_V_Sims that relies on certain types of consistent information--where are we, what's in the room, what's hidden, who's lurking, etc. Sometimes you want flavor, and that's there, too--especially in the NPC info...
--but sometimes you want just the facts, ma'am, and the standard system makes that really easy. ESPECIALLY when you integrate digital tools like @DnDBeyond. I feel SO spoiled that I can literally search ALL OF THE BOOKS in one go instead of hauling around...
...to paraphrase Douglas Adams, an inconveniently large building's worth of books. Which, BTW, are GORGEOUS, especially the special editions. That brings me to...
4) The loot (and community). I never thought that I would own D&D gear made of anything nicer than cardboard, let alone WORKS OF ART that I'm so proud to display. Goodies like the pieces made by @Levelupdice @WyrmwoodGaming @dogmight, and so many others.
Gorgeous dice for DAYS made of every material imaginable by kind, generous, thoughtful people like @dieharddice and @IScreamDice and @DiceEnvy and @_Yaniir_ and SO many more. Sets made for OFFICIAL ADVENTURES, probably out of actual magic, by @BeadleAndGrimms.
The kindness and the compassion and the generosity of the community that has grown and been fostered by 5e players, the diversity of the players and DMs, the improvements to accessibility and inclusion so that everyone can have a seat at the table profoundly moves me.
When I started playing, the only other people I knew who played were the people in my group. Now I know THOUSANDS of people who roll dice, all around the world. It forges friendships and connection and stories.
5) The internet. Digital tools. Streaming shows. (All of which have, personally, profoundly changed my life for the better.) I never could have anticipated what people playing games publicly would become--none of us could.
We have the chance to learn how to play, how to DM, how to create, how to craft, from masters. We share knowledge and write for DM's Guild and discover new ways of doing things and collectively level up. It's incredible. Experts teach novices and we learn and grow as a hobby.
This wouldn't have happened if 5e weren't a strong enough system to support it. If the game couldn't carry the weight or hold the interest of new and old players. That's an incredible feat. I mean, my MOM, who hadn't ever heard of a d20, is now asking me to DM for her.
When I used to tell people I played D&D, the response was almost always a judgemental eyebrow and a "Really?" Now, with 5e, it's almost always "Can we play?"

And that's a reason, if I've ever heard one, to love it.
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