Actually, regular D&D - or as the rule books calls itself "Original D&D" (as opposed to Advanced D&D) - from the TSR editions is the simplest edition of all editions ever released. This edition (also known as BECMI on the internet) was originally designed for casual friendly gatherings, people new to fantasy RPGs overall, etc., with the rule books even written in a very reader-friendly and story-like format with tutorials and solo/group adventures interwoven in. There were even some official solo-adventure modules for single players (yes you can play and DM at the same time for yourself). Despite all of that, it is the only edition of all to feature concrete rules up to level 36 and immortals play too. There were no terms such as popularly used today of "epic" or "non-epic". It was just a continous advancement, simply broken into stages with an overarching theme. Levels 1-3 primarily dungeon adventures; levels 4-14 primarily wilderness adventures; levels 15-25 primarily rulership/land-owning/ream-traveling/politics/etc.; levels 26-36 primarily pinnacle of success, fame, and your decision of your ultimate fate; immortals - playing as immortals (this part of the rules was a little more complex requiring ages 14+ per rule book, whereas others were either ages 10+ or ages 12+ at the highest levels per rulebook recommendations) Now....having said all that, the question is whether you would be too bored with ths edition (BECMI) or not if you're used to the huge plethora of options and vast encouragement of homebrew races, classes, spells, etc. in 5e. ;) After all, in BECMI you don't have race on the character sheet (demihumans such as halfings, dwarves, and elves are considered classes), and you only start with 7 classes to choose from. When you advance to higher levels, some more classes open up (druid, paladin, avenger, knight) for you to convert to if your character meets the correct requirements.