Thulcondar said:
We also did a sort of very abstract skill-based activity (there was a name for it, and I apologize for not remembering). We were faced with the task of escaping the town with the town guards searching for us, and we had to pick a way to elude them, roll against the appropriate skill, and if the party racked up enough successes, we got away. I must say I found this rather too abstract for my taste. One character succeeded in his roll and the DM merely said "okay, you get a lead on a safe way out of town." In my own game, that would have been a golden role-playing opportunity that might have taken half an hour or more. But here it was done with a single die-roll. Was that a function of the system or the fact that it was an admittedly combat-oriented demo game? I don't know, and won't until I get a PH and DMG in my hands. If that's the sort of thing that's at the DM's discretion, I'll certainly not be using it too often.
I also played the demo yesterday at a sanctioned event and came away with a similar impression. Our DM did preface that this was mostly a mechanics demo. We went through 3 encounters, which took roughly 4 hours (including a couple of breaks). Having 6 players seemed to slow things down compared to 1E/2E play, but was much faster than 3E play. At 4 players, I figure the speed of play would be closer to well done 2E.
The players did attempt to force some role-playing on the scenario and it actually contributed to the encounters. My character (the ranger) immediately bribed the bartender so that the ranger could tend bar. This afforded the best view of the NPC we were to meet, as well as the approaching bad guys through a window, and gave the ranger really good cover. I picked a fight by killing the main bad guy with two arrow shots through the window (at a penatly to break the window first, of course). I remained behind the bar for the rest of the fight until the last couple of turns. As I was fighting, I grabbed a lemon and a towel from behind the bar. On one of my last shots, I stuck the lemon on my arrow-head to use it (at a penalty) as a subdual shot. I kept the towel for later use (old Hitch-Hiker's Guide advice).
The point of the preceding is that I was able to throw in a few odd bits into the encounter. The other players also chimed in with rp input as we went along as well, through such had little effect on the demo other than to make it more fun.
Without creative role-playing and interesting twists of strategy provided by the players AND the DM, as with any other version, the demo would have been rather a bore.
When it came time for the escape from town, I was hoping we would get a better opportunity for role-playing, but the demo did not allow for much beyond the obvious - most likely due simply to time constraints.
I could, however, see how the skill checks for the escape could have been expanded considerably if a detailed and harrowing chase-scene was desired. The mechanics are there to reasonably govern the outcome of such scenarios at varying degrees of complexity. At least this provides a means of simplifying things when appropriate (e.g., the DM did not prepare a complex scenario and doesn't want to waste time on the event).
I am still waiting to see the final books, the DMG in particular, before deciding whether to run a 4e campaign. From what I've seen so far, it's over-powered and too much like WoW.
At present, I am more tempted to house-rule the heck out of 3.x.