Those kinds of powers did exist in older versions of the game. They just didn’t exist for Fighters, and might or might not have existed for Thieves, depending on how your DM handled their %chance abilities. What you’re noticing is that it’s no longer just spells that allow you to achieve a desired effect simply by declaring that you activate the power. And, in my understanding magic users are generally the most popular classes in older editions. Turns out, most people like being able to just declare they’re using a power and get a predictable result. Modern D&D just lets every character do that, and that’s part of what people like about it.That's interesting. I used that analogy because--in my observation--you just press a button (or some combination of buttons) in a modern video game and you get an effect of some kind for your character. With some of the class bonus actions I've seen--rage, second wind, for example--there is no narrative component. You simply say "I am raging" and get an effect. Those kinds of powers didn't exist in older versions of the game.
What you might be missing is that the existence of these “push-button” powers doesn’t prevent you from coming up with and narrating creative, fiction-first actions. It does remove the need to do so in most situations, but the option is always there for those who want to take it.I'm not dismissing those 5e features, but they are a component of the rules that I have found to be a bit unimaginative.
We've got a bunch of threads on this question, with a ton of great info.I was going to try and respond to specific parts of the OP, but I kind of have the reverse situation. I don't know what playing old D&D is like, aside from one time we played Tomb of Horrors as a dream sequence using the DCC system.
What does that even mean? That's how spells work too, unless you actually require players to say magic words and provide material components to cast a spell.That's interesting. I used that analogy because--in my observation--you just press a button (or some combination of buttons) in a modern video game and you get an effect of some kind for your character. With some of the class bonus actions I've seen--rage, second wind, for example--there is no narrative component. You simply say "I am raging" and get an effect. Those kinds of powers didn't exist in older versions of the game.
That's interesting. I used that analogy because--in my observation--you just press a button (or some combination of buttons) in a modern video game and you get an effect of some kind for your character. With some of the class bonus actions I've seen--rage, second wind, for example--there is no narrative component. You simply say "I am raging" and get an effect. Those kinds of powers didn't exist in older versions of the game.
I'm not dismissing those 5e features, but they are a component of the rules that I have found to be a bit unimaginative.
I had not thought of that! Next time...What does that even mean? That's how spells work too, unless you actually require players to say magic words and provide material components to cast a spell.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.