Neonchameleon
Legend
Healing surges aside, are there elements of MMORPGs that can and should be brought onto the tabletop?
One other thing that 4e brought over from computer games was ragdoll physics/forced movement.
When two characters in 3.X or 5e D&D fight each other they normally stand there playing patty-cake until one of them runs out of hit points and drops. The other is unimpeded by any sort of injury so the damage can't be substantially physical.
When two 4e characters fight each other they throw each other around. They try to throw each other into any pit traps. Most wizards can fling goblins against the wall without trying hard. Most fighters are mighty enough that when they put their minds to it they can drive dragons back.
This makes the whole game tactically richer (because positioning matters more), more mobile, and the characters feel a whole lot more epic. And a lot more vulnerable because the ogre can fling around the fighter. Your fighter isn't an immovable wall that the Tarrasque can barely pass because he chooses to block that space.
The other 4e thing 5e picked up was the at will spell - or the cantrip.
For playing at max level see most RPGs that aren't D&D.
(And we do not need aggro rules in tabletop RPGs. Aggro is baseline AI - this is why we have a DM. Instead we can use iocane rules; the poison is in both glasses. The bad guy gets hurt by the PC who;s trying to get their attention if they attack someone else. But this isn't mind control, it's just consequences).