I think its success speaks for itself. You can't really pull out the game and evaluate it separately from the storytelling because the quality of the experience is largely based on the way these two interact.
Compared to other games, the flexibility of 5e stands out to me a lot. The other games I've played with the same degree of "you can do whatever you can imagine" have far fewer rules and limitations, and feel more like free-form storytelling where the mechanics only occasionally show up to have an effect. The ones with the same degree of mechanical complexity are far more rigid in what actions you can take. I don't think any other game manages the balancing act between story and game quite as well as D&D and its clones.
There are so many more games (and more interesting games) than tactical combat simulation in D&D. There are the social games, like using diplomacy or intrigue to resolve a problem. There are survival games, like negotiating challenging terrain and dealing with environmental challenges. There are good old fashioned puzzle games, whether it's literal puzzles or wayfinding challenges. And even on the combat front - detailed tactical simulations are one thing, but there's also large scale strategic combat, siege warfare, etc...
If that detailed tactical combat simulation is what you game for, than 5E almost definitely is not it, there are plenty of games out there that do have that focus. But if you want a platform that allows you to fluidly pivot between all of these other kinds of games, it's not too bad!
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I think its success speaks for itself. You can't really pull out the game and evaluate it separately from the storytelling because the quality of the experience is largely based on the way these two interact.
Compared to other games, the flexibility of 5e stands out to me a lot. The other games I've played with the same degree of "you can do whatever you can imagine" have far fewer rules and limitations, and feel more like free-form storytelling where the mechanics only occasionally show up to have an effect. The ones with the same degree of mechanical complexity are far more rigid in what actions you can take. I don't think any other game manages the balancing act between story and game quite as well as D&D and its clones.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
There are so many more games (and more interesting games) than tactical combat simulation in D&D. There are the social games, like using diplomacy or intrigue to resolve a problem. There are survival games, like negotiating challenging terrain and dealing with environmental challenges. There are good old fashioned puzzle games, whether it's literal puzzles or wayfinding challenges. And even on the combat front - detailed tactical simulations are one thing, but there's also large scale strategic combat, siege warfare, etc...
If that detailed tactical combat simulation is what you game for, than 5E almost definitely is not it, there are plenty of games out there that do have that focus. But if you want a platform that allows you to fluidly pivot between all of these other kinds of games, it's not too bad!