aramis erak
Legend
My warrior players are making tactical decisions - decisions like "Do I stay engaged with 4 HP so the Rogues can kill him, or do I retreat and nerf them?"
Yes and no. I think generally the more rules there are, the more we want to try to do things within them. 5e being less regimented than 4e gives the impression you can color outside the lines. It really all comes down to what the DM will roll with, regardless of what rules you use.
Also the lack of ability of casters and players to end encounters with insane damage or spells requires players to think of alternate, non-magical means to gain an advantage in an encounter. This definitely benefits the skill guys like the rogue or ranger and creative players that like to think outside the box finding interesting ways to take advantage of the environment or the tools at their disposal.
In recent editions, looking back, I think that probably would have been handled with more powers. I.e., abilities to control the battlefield via trips, shoves, pulls, etc in combination with AoO attacks. Something easier for the player to fall back on since it's right there on your character sheet. With 5e, there aren't nearly as many tactical powers or rules yet, so we found ourselves thinking more outside of the box like we did with AD&D.
Is it just me that noticed this?
I think you really hit on an interesting point here. It seems (again, just my anecdotal experience) that in a game like 3e, players spent the effort to stack as many bonuses as they could from as many powers/spells as they could as the default reaction to a combat scenario. 5e doesn't have this stacking, so there's no need on the players to spend their efforts on that, but now focus on the environment itself to maximize their chances.
In our playtests and on through the actual release I've found player creativity has played a MUCH greater role in our games than previously.
Whatever the reason, they're thinking through encounters and finding ways to overcome them that as a DM I never anticipated. We had a Wyvern that should have been a really nasty solo challenge for them die before it even got a turn due to very good planning by the players. And my players found a way to use some flesh golems against a room full of first trolls, and then manticores, in another totally unexpected way. They used a trap on some other creatures, negotiated with some bullywugs to the detriment of some kobolds, ran some ambushes with clever use of a web spell, and all sorts of interesting tactics.
It's not that they never did this in prior editions - it's just that they seem to be doing it a lot more now. And I think it's from a general sense of not looking at their character sheet all the time to see what's possible, but instead focusing more on the challenge itself.