I'm not sure this is a popular opinion, but T5 is f-ing awesome.
I just re-read it, up to the Makers. I remember being wowed by it the first time I read it, a year or two ago, but after a second or third comprehensive read, there is so much amazing in it.
I love the new dice mechanics. They're incredibly expressive and powerful.
I love the new character generation system. It presses all my "sim" buttons in a happy way. I love the knowledge + knowledge + skill conceit. I love the standardization of tasks in the Universal Task Format.
Even the arcane, esoteric stuff like genetics and sophont profiles and senses is really, really cool and integrated with the rest of the rules.
QREBS is so powerful and useful to a ref.
The Personals system is complex (but does offer a "quick personals" solution for refs in a hurry) but really comprehensive. I've never quite seen a social system so well considered, even if potentially a chart-lookup stressor in play.
Combat seems rather well reconceived, complete with easy but effective Aiming rules and a very simple but workable Initiative system. Damage seems very carefully designed.
There are lots of little details that make me really happy, too, like the thought that went into the technology descriptions (gravitics-based comm systems!), or the specific 10 trades, or the initial systems based on the Spinward Marches.
Anyway, I feel like T5 gets little love these days, and there's a ton of great stuff in it.
I just re-read it, up to the Makers. I remember being wowed by it the first time I read it, a year or two ago, but after a second or third comprehensive read, there is so much amazing in it.
I love the new dice mechanics. They're incredibly expressive and powerful.
I love the new character generation system. It presses all my "sim" buttons in a happy way. I love the knowledge + knowledge + skill conceit. I love the standardization of tasks in the Universal Task Format.
Even the arcane, esoteric stuff like genetics and sophont profiles and senses is really, really cool and integrated with the rest of the rules.
QREBS is so powerful and useful to a ref.
The Personals system is complex (but does offer a "quick personals" solution for refs in a hurry) but really comprehensive. I've never quite seen a social system so well considered, even if potentially a chart-lookup stressor in play.
Combat seems rather well reconceived, complete with easy but effective Aiming rules and a very simple but workable Initiative system. Damage seems very carefully designed.
There are lots of little details that make me really happy, too, like the thought that went into the technology descriptions (gravitics-based comm systems!), or the specific 10 trades, or the initial systems based on the Spinward Marches.
Anyway, I feel like T5 gets little love these days, and there's a ton of great stuff in it.