Full disclosure: I did not read the entire Player’s Handbook cover to cover. Because, like, there’s a section with a bunch of spells in alphabetical order, right? Except for a couple to get a flavor of the formatting, I did not read those. I may have skipped other stuff too? I forget.
That said, this is a pleasing book. I last played 4th Edition, in the 2010-2011 timeframe, which it turns out was a long time ago? I liked how they handled combat, but came to greatly dislike how they handled the characters, who all seemed like smudged copies of about four types. And that’s where I have good news! Combat in 5e is about the same, it does a good job of working out timing (I mean, who goes when), positioning, movement, reactions, all of that. But the character mechanics are nearly as diverse as they were in the first and second editions, while being simultaneously streamlined for ease of use.
Even better, there is a good variety of resources available for ensuring that your character has a backstory and a current story outside the adventure itself. This is the kind of modernization of the game I can definitely get behind. Obviously you could always make your character’s history as rich or as vague as you wanted, but formalized rules to assist in the endeavor are entirely welcome.
So anyway: good stuff.
 I want to know how to play and run the game. I do not need to read reference books. See also: why there will not be a review of the Monster Manual.
 A point that was driven home to me when I looked up the 1e stats for the spell Dimension Door earlier this week. It had a casting time, which I remembered, but it also had a recovery time after use and the weird AD&D conceit of “inches”, which we used to call areas. (I don’t know why? Maybe the book also called them that.) But 1″ is either 10 feet inside, or 30 feet outside (if I remember correctly), because magic would somehow work that way? I’unno. My point is, it’s possible that my longstanding desire to run a first edition AD&D campaign has been, um, misguided.