The spell list -really- needs to have a lot of the tradition cut out of it...
The tripod of 5e's design hindrances
- Adherence to Tradition
- Simplicity for new players
- Not using the subsystems
Aka building the whole game around a simple, new user, version of Vancian casting and ignoring anything else.
I know "tradition" is a popular scapegoat 'round these parts, but honestly it's just differing priorities.
While nuking traditional disabling effects would certainly tighten up the combat loop, it would
weaken other areas of the game, and those areas are vital, too. D&D is destined to do its best to serve many chefs, because the broadest possible appeal of the game is not necessarily the one with the tightest possible combat engine. This will always be a bee in some folks' bonnet. Which is why everyone has their Fantasy Heartbreaker, more tuned for what they personally want out of D&D, while dropping things that make D&D broadly appealing.
Simplicity and the modularity of the subsystems are similar: these two elements make parts of the game stronger, as much as they compete with, say, folks who really want to lean into strategic min/maxing. Tradition - including traditional disabling effects - has a constructive role to play in actively making the game more fun for some players.
Wow, that is the most elegant expression I've ever seen of the core tension in 5e.
Having played a lot of AD&D and B/X (via OSE) in the past couple years, I think that the main failing of 5e (and that's relative - the game obviously has done very well) is the mismatch between AD&D play patterns with 3e/4e mechanical conceits.
The core math of 5e comes from 4e, yet the game play loop is far older. I think one of the big issues is that the iconic adventures tended to look and play like AD&D ones, even 3e stuff like Forge of Fury. Those adventures all emphasized the dungeon as the opponent, yet I think DMs these days tend to focus on specific encounters.
Oddly enough, when AD&D tried to do the boss monster thing it didn't work great IME. Lolth was supposed to be the boss monster of the GDQ series, but her measily 66 hit points - even when backed with AC -10 - weren't enough to survive a round against a reasonably equipped 14th level party.
Thanks, man! Means a lot coming from you.
I would love D&D to get better at designating different
kinds of encounters mechanically (boss encounters definitely being one of the biggest things).
Though, I'm a little skeptical of the idea that DMs these days tend to focus on specific encounters. There might be a bit of design leading play here, where a DM might want something with a bigger scope, but the game's design clearly leans into encounters, so the DM does, too. There's not much ink spilt in the core books about how to make an interesting and balanced dungeon, or how to use game systems to branch and fork your narrative and challenge your party with a story-based loss that has some teeth but isn't a fun-stopper. There's a lot about how to make an interesting and balanced
encounter, though. Complaints about "grind" feel like complaints about an encounter focus to me. About stopping the rest of the game to engage with the combat loop that's not super engaging to you for an hour.
For instance:
I see this said often "buckets of hp". Were monsters deal in 1 turn in older editions? Because in my experience, even monsters with "buckets of hp" die in 3 rounds of combat. Less, usually. PC's also deal buckets of damage (which is fun). Is this an actual problem in 5e?
For some groups it really is a problem! 3 rounds of combat is a long time to spend in combat when combat is as detailed as it is in 5e. And when you're in combat, some of the more impactful decisions you can make as a character in a narrative are on pause while you make smaller decisions about how to whittle down enemy resources when you know the system is set up to help you win.
Just wanted to specifically call out that this actually gets to the heart of the matter that Mearls, unfortunately, doesn't actually reach with his analysis. He stops short, and stays focused on band-aids, rather than trying to address the problem itself. You are quite right that this is a friction point. It's one D&D's designers have only once recognized, and unfortunately even then they balked at solving it and instead just hoped folks would be happier with a system that stuck to one lane and did it well.
I honestly don't think folks (overall) were happier with a system that stuck to one lane. The broad attempt to serve enough playstyles "well enough" is part of why I think D&D is the thing that it is. Focus on any one playstyle might make a tighter game, but it would be a less popular one.