Really not a lot to say here, but I feel like I just realized why the 5th Edition playtest of D&D lost me at about the second or third update. While I was reading the 1st Edition Wilderness Survivial Guide that has rules for a wide range of situations that may come up in a game, I had the realization that the rules in the 5th Edition playtest don’t seem to exist to be a mechanic to resolve situations, but to make the rolling of dice more varied and interesting. The approach does not seem to be “what would be a good way to get a result for this thing?”, but rather “what new reasons can we find to roll dice and make it fun?”. The 5th Edition playtest is far from alone in this, and it’s also been the reason I never wanted to get into 4th Edition once I saw the Player’s Handbook. And while I played 3rd Edition and Pathfinder for over a decade, I now see the same issue with them. It may not neccessarily have been the case at the inception of the d20 game. The original Player’s Handbook still seemed to be mostly concerned about providing mechanics to resolve situations that arise during play but do not have a certain outcome. But once the whole Splatbook wave got into motion, it started to be more rules for the sake of more rules.
It’s not neccessarily a bad thing. And I even think that in very early D&D, the game had already been about having fun rolling dice, as the books are all about clearing dungeons that simply exist to be challenging to adventurers. Roleplaying in the strictest sense of the world only seems to have really been given any attention once the Campaign Settings came around, which ended up the focus of the 2nd Edition. To some degree, I can see the appeal of tactical wargames, where the challenge lies in mastering the rules and exploiting them to your advantage. But personally, that’s not what I am looking for in an RPG, and neither what I enjoy to run for my players.