Dungeons and Dragons 5th Edition Player's Handbook by Wizards of the Coast Staff
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I haven't fully read a PHB since 3.5, and my player's have been making noise about 5th edition. I avoided 4th ed. like the plague because the rules seemed terrible, but 5th ed. has been getting some good press and player adoption seems relatively high. I'm a little nervous about getting too invested in it as it's already nearly 5 years old, which means a 6th edition is probably likely soon, but so far so good.
The rules are pretty different from 3rd ed.; the endlessly stacking bonuses are gone, and some of the fine-grained tactical combat is also gone. The rules are more streamlined in certain ways, but have introduced new complexity (i.e. advantage seems superficially simpler, but the list of things that grant or negate advantage is long and not necessarily intuitive). Most of the rules seem basically sane, with the possible exception of the blindness/invisibility rules. Mere disadvantage on attack rolls while blind seems to understate the difficulty, but then again I'm used to 3rd Ed., which was much more draconian. As another example, spell damage seems way, way higher at low levels, but way lower at high levels (which is odd).
The most interesting wrinkle is that combat rules have been relaxed in such a way that a tactical grid is no longer strictly necessary (AOO's only accrue when you leave someone's reach, the "flanking" equivalent only requires two players be adjacent to the enemy). This opens up the possibility of going back to theater of the mind combat ala 1st ed., which would be interesting.
On the whole it's an interesting evolution of the rules that probably makes for faster play. 3rd ed. will always seem like the best to me because it was so revolutionary when compared to 2nd ed. Everything since has just been iterating on that revised framework. I can probably live with these rules though.