I'm going to get my first chance to play the 5e playtest on Tuesday night. In the meantime I've been reading and thinking about the game in different ways and wondering 1) how I would have to change it to make it palatable, and 2) after that process would it even be worth playing it?
WotC designers want a game that isn't about resource management. They want a game where a lot of the details are simply hand-waved. That isn't cool.
So I've put a list together, let me know if I've interpreted the documents incorrectly.
The following items would need to be dumped:
1. At-will spells or spell-like powers (esp. at-will Light/Detect Magic - trying to get rid of resource management)
1b. I would accept very minor non-combat at-wills (ignite a torch/candle/pipe, close a door, call for staff, etc)
2. Inflated Hit Points (PC and Monster)
3. Death Rules
4. Backgrounds and Themes - esp. as restated feats.
5. Stonecunning, as it stands (resource management)
6. Ability scores for monsters - change that to a standard roll based on HD (or something).
7. Healing surge hit dice/Full HP after a rest
8. The word "orison" it makes people sound like weenies - and no laser clerics.
9. All DC mechanics
10. Any bonus to hit (or damage) for doing nothing (picking a class, picking a race, missing an attack roll).
The following items would need to be added:
1. Hit Dice for monsters. It is crazy not having explicit HD for monsters.
2. Ascending and descending AC (like S&W). New Schoolers can just ignore it, and it saves conversion between editions as they know we don't want to play the new crap anyway.
3 I strongly agree with the post at Weird Opera. The most important thing they need to add to the game is fear of death. In my opinion, without fear of death the game has ZERO meaning.
So this is just a preliminary list. I'm sure I will add to it after Tuesday.