I haven't read most of the posts here, but I do think that there is a way that 5E can go back to the earlier edition roots in a few ways without losing its strengths:
1) Some of the Essentials classes are an attempt to go back to earlier editions by having simpler PCs. By removing Dailies and making many of the Encounter powers merely a damage boost, those classes are a bit simpler to play. I think 5E can have more classes with these types of features for those types of players that either cannot or do not want to handle dozens of abilities by the PCs.
2) A lot of 3.5 magic has been subverted via Rituals. Instead of it being a spell, it's a ritual and it cannot be cast within combat. By creating a system of allowing PCs to use certain low casting time Ritual Scrolls in combat (i.e. the simple rituals, e.g. Knock), it would bring back some of the magical versatility of earlier editions.
3) Combat in 4E is mostly about doing damage and about affecting foes. There is very little of the in combat magic (walls and such) that was a staple of earlier editions. There are walls and zones and auras and such, but they are very tightly connected to one or two game mechanics (often damage) and do not quite have the control feel of earlier editions (Darkness being a prime example). Zones and auras specifically sometimes have a very artificial and game mechanical feel to them (everyone in the zone gets x). For example, a zone or aura of fire sometimes does damage to enemies, but not allies. That feels artificial and totally game mechanics driven as opposed to an aura or zone of fire that is a ring of fire that hits everyone.
4) There is little magic that affects magic. The classical example is Dispel Magic which for all intents and purposes, is mostly useless in 4E. The ability to get rid of enemy offensive or defensive magic is virtually nonexistent in 4E and could be brought back.
5) The plethora of 4E conditions should be addressed. Conditions should have longer durations, but be more from Daily powers. Constantly adding and removing conditions is one of the worst changes from earlier editions to 4E and this is an area for vast improvement. A lot of care has to be taken here, but there are just too many conditions and too many current options (end of foe's next turn, saving throw, start of user's next turn, end of user's next turn, etc.).
6) A differentiation between power sources. Most sources can accomplish most effects. There could be a bit more restriction here, forcing players to multiclass or hybrid in order to get certain types of effects. And I think there could be fewer power sources (Do we really need a Shadow source? Couldn't Primal and Divine be combined into a power acquired by external entities source?).
1) Some of the Essentials classes are an attempt to go back to earlier editions by having simpler PCs. By removing Dailies and making many of the Encounter powers merely a damage boost, those classes are a bit simpler to play. I think 5E can have more classes with these types of features for those types of players that either cannot or do not want to handle dozens of abilities by the PCs.
2) A lot of 3.5 magic has been subverted via Rituals. Instead of it being a spell, it's a ritual and it cannot be cast within combat. By creating a system of allowing PCs to use certain low casting time Ritual Scrolls in combat (i.e. the simple rituals, e.g. Knock), it would bring back some of the magical versatility of earlier editions.
3) Combat in 4E is mostly about doing damage and about affecting foes. There is very little of the in combat magic (walls and such) that was a staple of earlier editions. There are walls and zones and auras and such, but they are very tightly connected to one or two game mechanics (often damage) and do not quite have the control feel of earlier editions (Darkness being a prime example). Zones and auras specifically sometimes have a very artificial and game mechanical feel to them (everyone in the zone gets x). For example, a zone or aura of fire sometimes does damage to enemies, but not allies. That feels artificial and totally game mechanics driven as opposed to an aura or zone of fire that is a ring of fire that hits everyone.
4) There is little magic that affects magic. The classical example is Dispel Magic which for all intents and purposes, is mostly useless in 4E. The ability to get rid of enemy offensive or defensive magic is virtually nonexistent in 4E and could be brought back.
5) The plethora of 4E conditions should be addressed. Conditions should have longer durations, but be more from Daily powers. Constantly adding and removing conditions is one of the worst changes from earlier editions to 4E and this is an area for vast improvement. A lot of care has to be taken here, but there are just too many conditions and too many current options (end of foe's next turn, saving throw, start of user's next turn, end of user's next turn, etc.).
6) A differentiation between power sources. Most sources can accomplish most effects. There could be a bit more restriction here, forcing players to multiclass or hybrid in order to get certain types of effects. And I think there could be fewer power sources (Do we really need a Shadow source? Couldn't Primal and Divine be combined into a power acquired by external entities source?).