Also got an early copy. My review is below. Note that I’ve been playing D&D since the white box set in 1977.
Third Edition seemed to me to be “2e on Steroids”, wherein everything was expanded and complexity increased. It blew my socks off and reinvigorated my love of the game. I said before and I’ll say it again: I will continue to play 3.5 whenever I can.
Fourth edition is like taking the “sweet spot” of 3rd to 12th level and expanding it out to 1st to 30th level for a game that seems suspiciously like what you’d get if someone was trying to make a D&D-like game that didn’t necessarily violate copyright laws; while at the same time taking a heavy nerfbat to elements of the game that some found too complicated or that some less imaginative DMs had trouble dealing with - like the Fly spell.
Save or Die, or ‘Save or be taken out of the fight’ effects are largely nerfed, allowing saves to be made against them every round. I’m ambivalent about this. I always HATED being taken out of the fight in the first round or two - it leaves you sitting at the table NOT having fun. But it tends to make those spells a lot less useful.
Healing is obscene. You can now heal several times your base HP every day, often without a Cleric in the group. This is a far cry from the 1e “In my day we only had Cure Light Wounds, and we liked it!” While I am sure this change appeals to a certain crowd, I do not like it. The limitations on healing in previous editions made for good drama on how much you could accomplish at one time. Now you just keep blasting through, like a freaking computer game.
Shifting, Pushing, Bonuses, Penalties. Sure, they only last for one or two rounds for the most part, sometimes to the end of the encounter. But damn people, if you had problems keeping track of conditions and mods in 3e, this is not the game for you!
Limited damage. Like DeadlyAccurate said, combat is going to take forever against things like the 336hp Chimera (my namesake of sorts) when you’re only doing d8+4 damage (for a Fighter with a Longsword and 18 Strength) and the Wizard is popping off his d6+Int Bonus effects.
Which really seems odd. People complain about two round combats in 3e. Then they complain because people are so slow in figuring their shit that it takes two hours to run those two rounds*. So we replace that system where it may only take 10-15 minutes per round**, but it’s going to take a great deal more rounds to complete the combat.
- Which only happens when no one is willing to piss off Bob by telling him that they don’t appreciate him taking 20 fucking minutes to figure out that he’s going to move 10 feet and cast Magic Missile for 3d4+3 damage.
** Assuming that it doesn’t take Bob that same 20 minutes to decide which of his powers to use. If it took 20 minutes to decide to move and cast a spell in 3.5, it’s probably going to take just as long for him to decide which of his At-Will, Encounter, Daily or Utility powers he wants to use, count off squares, figure angles and add up his various bonuses from whatever other powers other people have used.