As I rather expected, the more of 5e that is revealed, the less I like it
Things started well, but we're quickly back to Feats and endless classes. It's the nature of the beast, I suspect. The main buyers of D&D appear to want lots of mechanical differences between character, tons of magic items and limitless exceptions and special cases; and that's OK, but it does mean I can't see myself playing it. At least there has been an effort to make the rules more modular, but again the push from some players and certainly in supporting products will always be to add this or that in, so before you know it you're using all of the rules and options. Always amuses me that D&D players accuse the Hero system of complexity when it's nowhere near as complicated as D&D has become. The moment they started teasing additional character classes I realised that it couldn't work for me. I actually don't mind character classes, but if you have to keep adding new ones to do extra things then I'd argue that you'd be better off having a more freeform skill system instead.
Some of the revised rules look pretty good, particularly the very elegant advantage/disadvantage mechanic, but just as I always preferred D&D to AD&D so I find the stripped down introductory rules much more appealing than the full product. Of course, some will argue that I could simply play without using all of the options, but in that case I might as well stick to something like Tunnels & Trolls
Indeed, I rather predicted from the start that Basic D&D would be a far cry from the game as intended/played by the majority. I'm also disappointed that the kit includes very little for actually DMing. No monsters, encounter building stuff. And that information is going to be delayed until November or December if I recall correctly. I suppose it's a clever way of forcing GMs to buy starter kits and modules for their games to get an idea how the game is meant to be run, but a bit of a bad move in my opinion all the same.
The basic system, is aggreably simple and elegant to learn. Though they have made some boggling choices on where to simplify and where to keep minutia (I'm looking at you adventuring gear), The combat system allows it to be played with a good balance of strategic thinking, but not getting bogged down with additional side rules. Moving before, during, or after actions. The free 'item manipulation' once per turn. Reducing opportunity attacks to a very specific situation. That being said, without detailed battlefields with options or a GM that encourages the Improvise Action mechanics, combat has seemed a bit chesslike, simple, and repetitive, especially for the non-magic characters. While it's understandable that at first level, Dodging, moving, and attacks are expected from such non--magic characters at low levels, and likewise the opportunity for mages to drastically effect the battlefield with spells are limited, at higher levels it seems like, in Basic at least, Fighters and Rogues are still using the attack action for the majority of their combat conribution, while clerics and wizards have numerous options that they can use quite liberally. Not a new problem, but one that, in the fifth edition, I would've hoped they could've figured out a better solution for in even the basic game.
I'm also not a fan of how very swingy the game seems. Even more than earlier editions, it seems your results depend on the luck of the dice. For pretty much all classes, the modifiers don't change for four levels at a time, where they might go up by 1 or two at the most. Crits are automatic on natural twenties, so rolling a few in a row can drastically turn a battle into a meatgrinder for either the party or the enemies. This certainly makes the advantage/disadvantage more than just a nice mechanic, but basically a goal in order to reliably have a chance to succeed on actions or shut down opponents. The slippery goblin of Session 2 is a good example. despite most of the party attacking it, dice rolls were cold, and we just couldn't get hits on it. Admittedly, understandable for level 1, but the fact remains that until we hit level 4, our attack bonuses are going to remain the same, and we're likely going to be fighting creatures with increasing stats nonetheless, so I expect we will have more situations of slippery foes because of it.