Filthy Lucre
Adventurer
Our expectation for combat is on the lines of 'Tactics Ogre' or other highly discrete/technical games, if you're familiar. My players want to play a game that has defined rules and to play against an opponent in combat where they broadly understand what actions have what consiquences/effects. The more 'fiat' that is introduced into the combat, the cheaper it feels to them and me.If what you are looking for is a rather complex combat, I would agree. But it's not the intent of 5e, which has been designed to be simple, easy, and more than anything extremely quick. And honestly no one at our tables hasa any regrets about spending full evenings just for one fight, and it not being even completely over by the end of the evening.
The problem for me is that you just want technical benefits from the actions, and expect these to come from the rules. However, at our table, no-one would even think about knocking someone down just to potentially get technical benefits (because it's silly, you have very sharp weapons and spells that are much more efficient in most cases), they would do it because it makes sense in the world, and when they do, they get story-empowered advantage to whatever they are doing if it's appropriate (and it very often is).
After that, to each his own, it really depends where the fun at your table is in terms of combat. If you want to combo technical effects, I agree that 5e is certainly not the best system for that, however, if you want lightning quick story orientated combat, it's much much better, in particular because you will not be stopped by a player telling you "but you can't do that, the rules say on page 293 that...".![]()
Analogously, As Robert Frost put it, writting "free verse" is like playing tennis without a net - no challenge.