How does D&D 5e actions economy compare against those in previous editions?
5e's action economy kinda shakes out to sorting actions into three buckets - OK, 6: move, action, bonus, object-interaction, just no action-economy 'cost' (Second Wind, for instance), and the off-turn Reaction (Ok and concentration is sorta another action type all by itself).
The complexity is ultimately similar to what was in 4e (Standard, Move, Minor, Free, OA, Immediate, not-an-action) or even 3e (Full, Standard, Partial, Move, 5'-step, Swift, Free, Immediate, AoO, not an action), just some of it's brushed into corners where you may not notice it at first. What ends up critically important is not so much how many of each action you get in a round (1), but what all is in each bucket.
So if two completely different and un-related things both use a bonus action, you can't do both of them in the same turn, but if one is an object-interaction and the other an action, you can do them simultaneously (for instance). Thus you have issues like 'needing too many reactions' because you have several things to do that all consume that action-economy resource, while maybe having nothing much to do with you bonus action, say. It's an economy driven more by opportunity cost (if you use your Bonus action for one thing, you can't do any other bonus action things, period), than relative action cost (Actions are 'more' than moves are more than bonus actions).
Even so, it's at least a somewhat defined, not entirely inconsistent sort of complexity. It's better than no action economy at all, which is, arguably, what you had prior to d20.
And beyond D&D, do you prefer the action economy of another RPG? Or is there some key element you'd like D&D to borrow from any of them? (Feel free to post a summary of these action economy to get your point across)
I'm actually excessively fond of the bizarre Hero System 'speed chart.' Anything but simple, but surprisingly elegant once you've grokked it - if you ever did, which with far from certain.
