Red Castle
Adventurer
It’s my personal favorite and still the one I DM when I play DnD.Oh that's interesting. Thanks for your help! 4th completely passed me by at the time, but it seems like it did a lot of interesting things.
While daily powers were powerful and impactful (Barbarian daily were his way to enter into rage, Warlord daily that gave bonus for the rest of the combat, Warden polymorph, etc), what made the players party powerful was synergy between characters, how they could ‘combine’ their powers to create deadly combos. At the start of a campaign, I always go a little softer on the players to give them time to learn how to fight together.
But, to get back to your initial question, one thing to keep in mind with 4th edition is that combat take longer, especially at the beginning when players still haven’t figure out how their class really work. So, you should not make a series of a lot of encounters but should instead make every encounter special and important. It’s not an edition that works really well if you are planning to do random encounters or long dungeon crawl… unless you just want to do combats, which is fine if that’s your thing. But in 4e, think of combats as being a narative tool, part of the story itself. Don’t be afraid to ‘skip’ combats if they are not important, instead of putting out the map, just roleplay them and maybe use healing surge to distribute damage. Healing Surge is great tool to express the characters fatigue.