I don't understand how "there's no splatbooks" is a major factor. The edition isn't old enough to gather any splats yet.
Yes it does. The Elemental Evil Players Companion. And like all good things Wizard'y, there's some stuff in there that's horribly unbalanced compared to the initial material (yes, Aarakroca). But it's free, which is nice of them.
Support + MOAR Stuff is surprisingly good for the edition so far. Unearthed Arcana articles for gap fillers (again, free), all the playtest material (where everything is a little bit weaker than its final form) and the basic core books provides plenty of material for a fairly well-rounded idea of the system, as well as a bit of room for munchkinning if you want it.
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Overall, 5th is a fine place to start Dnd. Plenty of freebies to get you going, a "not completely stupid" system of play, all built up more-or-less on most of the basic DnD concepts. Backgrounds, outlooks and flaws being an integral part of character creation is the best part of the system. Not a bolted-on or munchkinable part, but a core part, where to exist your characters need these things. Open enough to allow anything, but it makes sure all characters fit in the world somehow and aren't just a bunch of character levels ands a stat block running around causing havoc.
5th is nice, it's lean, but it still gives plenty of options for customization and different play experiences. Great for beginners, not too bad for vets either. I won't say it's balanced, or the perfect DnD edition, but I would say it's the best edition to get into DnD with. For you or your entire playgroup.
A nice combo of set rules, DM fiat/houserules being a core thing (just so that players understand from the word go), some hand wavyness, some solid explanations. It's good. Grab as much of the free starter set stuff as you can if you're worried about the price. Then one DMG (even split the cost between your group members) and you're good to go.