Tony Vargas
Legend
We don't need to turn back the clock on everything. 5e sounds more like D&D: Nostalgia than D&D: Next.
5e sounds more like D&D: Nostalgia than D&D: Next.
Also can be incredibly boring, particularly when you have to sacrifice that action for something small, like opening a door, or drinking a potion, or retrieving an item from your pouch. Or, let's say you don't move, and that move action is now useless since its only use is movement (rather than other equivalent actions).
I've never seen a rules light system without a LOT of GM interpretation explicitly called for. It pretty much has to either do that OR just ignore situational modifiers. If you're fighting underwater either the rules tell you what happens, the GM does, or you just ignore it.
I found the article, by Monte Cook, that I was trying to remember: Dungeons & Dragons Roleplaying Game Official Home Page - Article (What Can You Do?).
Interestingly, it seems that I did miss this part: "How much simpler it would be if you just did one thing on your turn. If things worked that way, there would be no need to categorize actions. You would attack or move or cast a spell. The game could then be generous with stuff that "didn't count," like drawing a weapon or item, opening a door, and so on. Rounds would likely cycle faster as people moved through their turns faster. Not only would each player be doing less, but more importantly, you wouldn't have players searching for extra actions to squeeze every last bit of value out of their turn. This kind of simplification breaks with game history, so older players might balk. But to a new player, the statement "you can do one action on your turn" makes a lot of sense. And it makes individual turns shorter and faster."
However, as GM.Sigma mentions above, there is some appeal in to literally making everything an action. That would make Monte's scenario of few things to do on each turn, but a much quicker turn cycle even more visceral. I'd have to playtest that though, because as both Monte and I have pointed out, a player may feel like they've "wasted" a turn if they have to draw a weapon rather than make an attack. However, this may be mitigated if the game could move blazingly fast as a result.
Thoughts?
Capes and Universalis don't even have GMs and are pretty rules-lite. From experience, I can tell you that Capes even handles odd environments and the like far faster than D&D.
I'm not saying that the deep-end narrative end of the rpg swimming pool is where to go with 5e, but as proof of concept....