Huh, missed this thread when it was posted.
Anyhow, as mentioned in the Game Talk forum, I happen to be in a 4E game, along with Trunkyboy.
So far, I'm pretty neutral in regards to the system, but we've only had two sessions, and neither was particularly combat heavy, and to be honest, the system is primarily designed around combat encounters.
Unlike those in the afformentioned hate thread, I don't actually think this is a bad thing, however. The system is designed to streamline combat so it moves fast, while the non-combat aspect is much more loose and thus goes at a more leisurely, free pace.
Because non-combat related things aren't so dependant on rolls, you can focus on roleplaying that isn't defined by the "rollplaying", to steal Geryon's term, while still having some rolling to fall back on for things relating to skills and certain talents and you take your time to do things with everyone able to chip in with an action at any given moment. It's very free.
When combat time starts, however, and you find yourself in the predetermined order from initiative, you're kinda limited to waiting for players and NPCs to do their thing before you can do yours. Each round is supposed to take a span of 6 seconds, after all, so it's not like you can do so many things at once. By streamlining just this aspect so things move fast from one action to another, combat transitions more smoothly.
Of course, this is the theory behind the change, and so far I've found that combat takes longer than 3.5E, though a good part of this is due to all the players and the DM being unfamiliar with the system so far. General opinion of people I've talked to about the system tend to agree that 4E combat starts off slow compared to 3.5E, but once you get used to it, it transitions much more smoothly. It remains something to be seen on my side once we actually get into more combat heavy scenes in the game I'm in.
Still, there -are- things I don't quite like or agree with change-wise from 3.5E.
While I do like the idea of balancing classes (3.5E effective 'fix' of fighters, monks and paladins by replacing them with warblade, swordsage, and crusader is kinda "meh" even if I do like the replacement classes), and I am happy that they are trying to balance things so no class outshines another at any particular level, I don't necessarily enjoy how they went about it.
It just feels to me that at many levels, a lot of classes have abilities that are pretty much interchangeable except in what the main stat is, and the 'fluff' for it. That's just...boring.
I -like- the versatility of 3.5E, despite the imbalance in it. Still, resolving things by giving everyone roughly the same abilities is just boring, even if it does resolve/improve class balance and combat time. No class really shines at anything besides a defined role, possibly.
The alignment thing also just seemed like a strange cut to have made. I honestly didn't see any reason to cut out some of the alignments. Okay, I can sort of undestand how they could be folded into the general Good/Evil alignments, but it still seemed a strange decision since it doesn't really simplify anything to do so. It's not a bad change, per se, just strange and feels awkward to those used to the previous editions version, and given how screwy alignment already was -there-, making things weirder just never struck me as a smart decision. On the plus side, they did lift restrictions on class alignments, which was always really annoying.
I'm also not a big fan of the general organization/presentation of the Player's Handbook. Some things I do like how they were organized, the class section in particular is pretty good (mostly). For the most part though, some of the information requires a lot of jumping around that you really shouldn't be forced to do, and details are really lacking in certain areas. I wasn't a fan of the whole [W] weapon damage thing appearing all over the class section and no real clarification on that appearing until the weapon section. Likewise, while I do think the freedom present for non-combat encounter is a good thing, the lack of blurb/fluff on that is just -sad-, there's no other way to put it.
D&D historically has -some- world defining fluff, but the PHB/DM/MM are all really lacking in these. Hell, monsters are just fat blocks of stats. It's very -boring-.
When you have an imaginative DM to play around with these things, you're fine, but not even having something for the more casual players (which is what the system generally is trying to attract in the first place), is a big failing.
I -do- agree with people that say it's not D&D, though not because it's different, but because it lacks that rich pre-existing history/fluff that -makes- a D&D system a D&D system.
However, given this, I think people should stop bitching about it in terms of how it's not D&D, but try to analyze it as a standalone system before deciding it's such a horrid thing that would leave Gygax rolling in his grave.
Looking at it from this perspective, without really comparing it to previous editions, I don't think it's a bad system so far, nor do I particularly think it's really a tabletop MMO simply because it tries to create a better defined game balance. It actually does look like a fun tabletop game, with lots of options for combat, although it's a game better enjoyed by those who can play it in the real world rather than online.
In terms of availability of free virtual tabletops, my gaming group hasn't found one we were satisfied with, and are currently trying to play without one.
Unfortunately, whereas 3.5E is a game that plays well without one but has the experience enhanced by having one, 4E is a game that plays well with one, but has the experience -dulled- by not having one.
Still, the claim that you need miniatures to enjoy it and that WoTC is trying to force you to buy them is just stupid. It's extremely easy to make a grid map with a pencil, enough paper, and a straight-edge, and then use coins or cardboard cut-outs or -anything- as tokens to represent players and NPCs. It's only in the online aspect, where you want a real-time grid with ease of modification by all players and DM where it can (and currently does) fail.
I'd -kill- for a good virtual tabletop that was free and our DM approved of.