A lot of 5E D&D is a thrown-together mess. Simplifying and going back to basic options is a great thing, but the break in 2014 with Tasha's being the first "patch release" for 2014 D&D complicates things. The backward compatibility of 2024 confuses things even more.
You have two paths with D&D: play 2024 and ignore everything but the three core books, or play a patched version of 2014 and Tasha's, focusing on fixing the broken core classes in the 2014 PHB.
In a sense, patching the game in Tasha's was a huge mistake.
Tales of the Valiant and Level Up: A5E are better choices. Toss out your 2014 core D&D books, use these as the game's rules instead, and ignore most 3rd-party content. The broken class designs in 2014 are fixed in both these games, and you are not playing with "core plus Tasha's" and pulling in a book's worth of extra rules you don't want or need.
I don't want more; I want it fixed. Please make this 5E game work correctly. And 2024 isn't it, since there are classes they tried to fix in the book, but they messed up even more. The ones they did fix, they just made OP to make people happy, and the nerfs are likely already being written. This is the floating design style of MMOs, and the books are already losing value due to constant patching.
What was OP one week shall be nerfed the next, and the constant stream of buffs and nerfs causes just enough community outrage and discussion to keep people engaged and playing. It is all a lie, purposeful chaos meant to serve as marketing. World of Warcraft has been doing this for decades.
I want books that hold value.
I want a game that gets it mostly right at release.
That isn't hard to do if that is your design goal.
Oh, wait. I have a fixed edition of the game.
Adventures Dark and Deep (ADAD) better merges the first-edition aesthetic with the fifth-edition choices than most of the 5E clone games. It keeps the game on solid Gygaxian math and balance. ADAD is the way forward for first-edition games, with OSRIC being a strong second.
OSRIC 3 looks interesting, and I am interested in that.
ADAD and OSRIC are games worthy of the original Forgotten Realms and Greyhawk settings. If you play any version of D&D from Wizards, you are not getting the authentic experience of living and adventuring in these worlds. It was not how they were originally envisioned, nor when the original lore was established.
I fondly remember later editions in some of these worlds, but the experiences are different, colored by the character-building rules instead of the original legend-building games.
Also, if you are cheating the rules and invincible, solve-every-problem GMNPCs are running around (like they were in AD&D 2nd Edition) - that is on you. Ignore rules, fudge dice rolls, and protect your darling NPCs; the game master is to blame, and the players should call this out. This sort of "cheat so everyone has fun and can tell their story" garbage is rampant in today's games. Do that, and you are not playing a game anymore. There is no point in designing and maintaining characters; the dice mean nothing, and those rulebooks are wasted. Sit at the table, imagine whoever you are, narrate your action, and roll the dice to pretend you are playing something.
I did that for years.
And this is the thing I most regret.
We never really played those games. We only pretended to.
Rules mean something. They should.
The day you can't play? You will look back at those days and say you cheated yourself and your players.
I should walk away from 5E entirely and return to first-edition gaming. If it weren't for my current D&D game, I would. One of the fundamental flaws of 5E is giving classes too many powers. This started in 4E, when characters became Christmas trees upon which to hang loads of powers and abilities. Going back to the first edition simplifies the entire structure of the game.
You can't balance and have a superhero game unless you deliver a superhero game. This modern era of shipping "broken superhero games" as fantasy RPGs sucks. They give everyone "cantrip superpowers" as class-defining abilities, and they get overused, trite, boring, one-note, and repetitive.
Eldritch blast. Eldritch blast. Eldritch blast. Eldritch blast. Eldritch blast.
Magic missile. Magic missile. Magic missile. Magic missile. Magic missile.
5E is really not that fundamentally different than 4E.
You may get a few leveled spells, but this is 70-90% of the game. Expansion books and 3rd party content just change the names of what you repeat every turn. And worse, because these are broken superhero games, the broken multiclassing system breaks the game even harder, as limited options that were never supposed to be stacked get stacked and combined into freakishly overpowered rule-breaking attacks.
Breaking the game becomes the only fun in the game.
We played our Mystara game back in the day using Champions rules. This was a fun game. If a warlock wanted darkness and entangled power that affected every hex around them, but not them, and it used a focus item and a limited pool of resources, we could design that. Only this warlock had this incredible, thematic power, and people could create whatever they wanted. Cleric with an extraordinary smite power? Done. Want that single-target or an area-of-effect power centered on a hex? Done.
It took forever to design powers, and there was no list to choose from. We had to establish power frameworks for "divine powers" and "wizard spells" and create standard option sets.
But every choice worked and was balanced. They could have a " magic bolt " power if a class wanted a "magic bolt" power. Design, flavor, and justify it in lore, and you can have it. I don't need Seattle game designers to tell me what a class can and cannot have. They rarely get it right anyway.
You did your homework, designed the next power you wanted, tweaked it, saved character points, and waited for the moment you could buy it. You could focus on ability scores for a while. Every player was a game designer, creating extraordinary powers for their characters. Everyone got the powers they wanted and worked how they wanted.
We were doing "5E" back in the 1980s with Champions, and it was a fun game. We did not have broken multiclassing, rangers that sucked, monks that sucked, people using action surge to double-cast fireball, or freakish warlock-paladin builds that created an entirely new fantasy class trope because of a broken set of rules interactions.
If we wanted "the game with fantasy classes" without superpowers, we played AD&D. These days, it is ADAD.
If we wanted fantasy superheroes, we played a superhero game that gave us all the options and was free of headaches.