We played our second session of DnD 4E on Wednesday night ... and I remain definitely underwhelmed.
I get the feeling that - at least for us - it is "neither fish nor meat" as we say in German. The role-playing veneer is extremely thin and cracks and blisters under the slightest stress, and the tactical combat aspect is done better in board games like Descent. The Hybrid that 4E attempts does not seem to work for me - although I admit that two sessions is probably not enough to give such a final verdict.
There's some specific criticisms I have though which I don't think time will be able to counteract:
1. As so many "modern" rpg designs, it demands that each player is fairly fluent in the game's mechanisms. A basic familiarity does not seem to be enough or the other players will be constantly telling you what to do or not to do. We have players that would rather say "I run up to him and swing my axe at him" as opposed to "with my move action I move these 5 spaces until I'm next to him, then as my standard action I use my encounter power
Flashy Overhead Double-handed Power Strike to attack him." The game does not cater to this type of gamer.
2. The d20. *sighs* It's a nice die, sure. But its variance is way too high. There's nothing as demoralizing as using your super-duper, high-energy, once per-day, mega-power to give that master villain a good kick in the backside .... just to roll a 4. Oh, I missed. Well, better luck tomorrow. Yeah, the possibility of failure must be there, but with the spread of results on a d20 it's much too common.
Our DM had lost of fun it seems and I haven't talked with the other players about the session yet, but I'd rather play a session of Descent or a role-playing game like Delta Green or Savage Worlds next time...