the EXXXXXTREEEME (cue guttural voice) movement abilities of both the PCs and the enemies was very jarring, and I didn't like it at all. This is only in part to the diagonal movement rule, though.
I can easily see that. However, in the context of the game for us, this tends to lend more flavor, not less. The fighter using his special movement power to circle to a flank without incurring an Opportunity Attack, the rogue tumbling out of danger, the shaman using his spirit to harry an enemy and drive him back, the fighter grabbing an ally and shoving him behind her so she can protect him...the whole is greater than the sum of its parts, for us.
Jeff Wilder said:
Again, this bothered me less than I thought I would, and again, that's subject to "not thinking about it." My sense of narrative style would absolutely require me to make a house rule for this, if I were DMing (but I think doing so would be both trivial and elegant), and if the lack of it creeps up on me as I expect it will, over multiple sessions, the failure to house-rule it could be a deal-breaker for me.
I thought that this would be a major problem for me, but in actual play it feels very elegant. It creates a 'healing economy' that is more subtle than simple hit points. For example: in our most recent game, the players needed to navigate a blizzard to reach a cursed tower. Doing so was a skill challenge: failure at the challenge or at certain skills resulted in a loss of healing surges, to represent fatigue. Leaders doling out healing bennies in a fight, fighters getting temporary hit points from grim determination and so forth...the treating of hit points as a more meta concept sounds atrocious at points, but works well in practice, we've found.
jeff wilder said:
Most of my other dislikes of 4E are "meta-dislikes." Just for example, having separate powers for everybody, when so many of them are so similar.
My only comment here is that an individual power seems similar, but as a group, they take on a character. Comparing a fighter to a rogue in actual play, their power sets take on a very different feel. Not dramatically different, but flavored enough that they don't play the same.
Our big worry initially was that too many powers would be hard to track, let alone with the interaction of feats. In practice, once we got our sea legs (just like with 3e and 3.5), everything went swimmingly.
Jeff Wilder said:
Overall, as I said, I rate this first real session of 4E as a positive. I'm surprised at how much so. I'll be updating this thread with each session, and I welcome comments.
I'm glad you enjoyed it. I would echo other sentiments that I don't think that Shadowfell is actually that great a module, though it's not bad by any means. By way of comparison, I thought Sunless Citadel was a better starter module, but a lot of it depends on the DM. Interested to hear how future sessions go.