So, let's pretend for a second that the Facebook game is a preview of 5e. If you'd like to criticize the theory, please go hit the "New Thread" button. I'd like to see what we could learn about D&D and gaming if HoN was a preview of 5e.
I've played a character to 10th, so I've seen more than 80% of the span of heroic tier. There are definitely some interesting insights.
Healing - everyone but fighters lose second wind, and the baseline for healing is now the ADVENTURE not the encounter. Clerics are the only healers. The 4e "attrition" of hp carries through, but the average damage done to the party drops significantly, so healing is a mitigation to try to get into the last encounter (usually a boss) with max hp. You can still survive if you don't, but it makes it much harder.
I personally don't believe it's a preview of 5e (so I should probably be in another thread), but even if it were so, many of the changes could have been made due to this being a video game rather than a tabletop game.
IMO, attritional hp loss is a bad idea, as it heavily promotes the 15 minute adventuring day. It makes it harder for PCs to be challenged in equal-leveled encounters, although it still has the attritional effect of losing healing surges.
Powers - 4e theme carries through for powers. You have way, way less choices however, all but eliminating dailys except for second wind. At wills are reduced to one melee and one ranged attack.
Is this one of each per class, or do you choose (but have max of two at-wills)?
All the rest of your powers are usable once per encounter. You never have more than 10 to choose from - simple.
Can I assume you mean each class has only 10 powers, or that a 10th-level character has only 10 powers? Because if it's the latter, it's not really different from 4e, other than having fewer at-wills. (4e characters don't even gain a power per level, although they come close to it.)
Of note, only the rogue can buff offense.
I take this to mean supporting the striker role. Does the game have a ranger?
Only the cleric and fighter can buff hp.
More detail. I assume the fighter can only buff its own hp (how? Healing? Temp hp?) while the cleric can buff anyone's. But I can't tell from this description.
Thieves are the only ones who get the "disarm" and "unlock" powers.
This one makes sense. No one but a rogue (or wizard, maybe) is likely to have "Thievery" as a class skill anyway.
Movement and position - simplified and pretty straightforward. Combat advantage just requires any two attackers on one defender - simple. Powers that buff movement are simple - available to rogues, wizards, fighters, and eladrin, simply add to a movement once an encounter when you need it. Comes in handy in almost ANY encounter. The cover/concealment is GONE. If you've got cover - the blast/attack is blocked, period. You want to hit the dude, move to get a direct line of sight. Much simpler.
Now this is interesting. Cover and concealment are only -2 debuffs in 4e, which is pretty lame.
Magic Items - Less slots (six), less to track. You can get a new magic item pretty much every level. Everyone can benefit from each slot. There is one slot that's "super rare" and difficult to fill - rings. To me, this made the magic seem magic again. STRIVING to obtain that last slot...Looking for each upgrade, there was always one in reach through purchase, reward, AND adventure. Split them up to make them all valuable. Magic items no longer give powers - simple. They all add a bonus. The high-end heroic tier items add a secondary bonus (ie, sword +2, +3 vs beasts).
To me, this is more of a negative than a positive. I don't want to go crawling looking for rings, reminds me of Angband or Diablo (in a bad way).
Six slots isn't that "few"; in 4e, while there are more slots, you only
need to fill three (weapon/implement, armor and neck).
Potions and Trinkets - pulled away from magic, these are available from level 1 and are all purchasable, but they are the most expensive. You need to use them sparingly. Food, salves, backpacks, kits, potions, glyphs. They all buff for an encounter or an adventure. The glyphs are game-breakers, but super expensive - in gameplay terms, I'm thinking "artifact".
Not counting glyphs, that sounds too powerful. A potion buffs for a whole adventure? Does a healing potion = regeneration potion?
Adventure Building - When you complete heroic tier, you can complete the build out of adventures. There are simple, basic templates to build upon. You can play your "secondary" characters through these adventures, and run your friends. I don't want to overlook this. It both simplifies the role of the DM, as well as encourages a share responsibility of creating adventures. Adding a layer of difficulty by allowing for a simple "build up" tool with HARD and HEROIC tiers of complexity. One simple math shift to add that extra bit of challenge to an adventure - simple.
That is really cool. There's lots of talk of "adjustable dials", but those tools, regardless of which edition they're for, aren't out yet.
Treasure, Rewards, and Achievements - loads, and loads of treasure. Darn near every room, and rewards from each adventure - should you succeed. Sharing rewards with other players - face it, this is a SOCIAL game. It's COOL to get advantages from your crew. It's an excellent framework for a simple, fulfilling, and consistent rewards system. Homerun!
As above, I'm not a huge fan of treasure. To me, kicking butt and stopping the villain's plot is the reward. In a regular game, I just want to fill my three slots and maybe some healing potions. In an inherent bonus game, it's just potions, which you can buy rather than scrounge for. Looking for "plot" is cooler than looking for loot.
Monster mechanics - There is a clear architecture to filling an adventure. There is a delicate balance to number of villians, that leans much more heavily on minions.
Do they have wandering monsters or any suggestions for countering the 15 minute adventuring day?
Solos don't get a million actions but are still very challenging because of their AoE and triggered attacks.
Triggered attacks are a valid way of giving solos more actions. This doesn't sound very different from 4e. Can they resist "action loss?"
Monster's most deadly effects are "triggered" effects from bloodied and and dying conditions.
PCs tend to be deadliest at the beginning of an encounter, monsters at the end. Cool.
Secondary benefits - simplify, simplify, and simplify again, so what do you get? A MUCH faster game. You could likely complete an adventure at the table in an hour if you're good, and not more than two for most groups. Easy portability to multiple game formats - tabletop, card, computer, facebook.
Given all the complaints about how hard it is to build a character, and how long rounds take, this can't hurt.
A simpler infrastructure introduced something we haven't seen in three editions - PLAYING TOGETHER THROUGH THE TIER AT ALL LEVELS. That's right, you could easily piece together any party of four characters from levels 1-10 and pick a "representative" adventure that can still pose a challenge to any party using the simple adventure building mechanics.
I'm not sure this is a good idea. That can't be balanced, even if you can set an appropriate encounter level per encounter. The low-level guy is going to feel shafted; I see no reason to encourage that.
Re-opening the door for - austere and EARNED rewards.
Now I'm confused. From previous points, it seems this is Monte Haul. Are you suggesting you could run the same adventure twice, once austere and once Monte Haul?
Have you played Heroes of Neverwinter? What did you think of the game?
No.
Could these simpler elements translate to a TRPG?
Yes, but I suspect the motivation was a computer can't handle the complexity of a TRPG.
Can we survive with simpler? Would our games benefit from it?
I believe that was the point of Essentials. Different strokes...