We're on session 4. We've had a lot of "Ignorance Lag" meaning combats are taking forever. It's been like earlier editions where spellcasters had to look up spells..but now it's everybody. I suppose it's a learning thing. I'm anxious to see what can happen with the speed of combats, becasue I used to run SMOKIN' speed combats in 3E..now it's like watching grass grow. It hasn't changed for me as a DM..but the players take a lot longer. Also we've come up with some tricks on how to track all teh little annoying things (for the DM) like Marked, second-save issues, etc.
It's getting easier, but I want to see it run faster.
jh
Around 7 sessions in our fights are still taking 1 hour a pop at the shortest with a 6 character party, Its starting to feel less and less like a tactical RPG now as I relax with my combat options as I know them more off by heart (well apart from the fact I was forgetting my longsword's proficiency bonus for just over 1/2 of the last session) and start enjoying the roleplay in combat.
Reasons the combats go on so long?
Combat options for monsters sometimes slow it down,
Combat options for some players sometimes slow it down,
Niggling rules questions like, how can I crawl under the table and hit that goblin?
We only have one striker in the party a warlock.
We have 3 healers in the warlord, cleric and paladin meaning we don't normally have to flee.
I think most of these will pass eventually even the one striker thing as other characters possibly pick up two handed weapons to compensate.
Its been said before and I'll say it again the classes feel different, the fighter I'm playing is great with his marking ability and the damage he's taking makes the +1 attack bonus from being bloodied as a dragonborn come into play a lot more than I thought it would.
We're a melee heavy party Warlord, cleric, paladin, fighter all melee focused with a thunderwave/cloud of daggers orb wizard and our ranged "specialist" the warlock
The Casters don't get hit really, they're still on 8-9 healing surges while the paladin is on 0 and the fighter is on 4, we even did a bit of cheese and swapped the dwarven armor from the cleric to the paladin to heal him up a bit more then back again.
OA still happen very rarely from what I can see, though maybe thats the DM playing the goblins and kobolds as cowardly rather than a mechanical thing.
Action points I love actions points.
Healing surges, great idea and implementation.
Minions, working fine for us.
Power Cards, working fine great idea especially for encounter and daily powers, writing on the back the ongoing effect and Used is also a good tip
skill challenges? none so far all combat and roleplay.
Marking and cursing, bent hoops of coloured paperclips are working well, red for curse, blue for fighter mark, green for paladin mark, yellow for warlords paladin mark and beer bottle caps for cloud of daggers

oh and bright red/orange card for bloodied markers.
Looking forward to next session where with our severly depleted resources, we're looking to ambush some goblins by putting the goblins we've already killed in a couple of the beds, cleaning them up with prestidigitation and making snoring noises with ghost sound and forcing a captured goblin to act as a guard.