Cole wrote:Don't like the force at 10th lv either into a new class... wow! That list is easily enough to make me hate 4e ... 
What you have to realise is that a lot of people are just using hearsay. It's happened with every edition of D&D I know of and it's likely to continue to happen with every new one. What you're reading here isn't the full story, and some of it is outright wrong.
Let's take this "forcing characters into a new class" business as an example. You 
don't leave your primary class in 4e - ever. Even if you do multiclass, you mostly stay with your first class and pick up a few features of the second class.
So what happens at 11th and 21st level? It's actually a pretty cool concept IMO. At 11th level, you get to choose a Paragon Path. Your class always qualifies you for at least one Paragon Path, and there's usually four presented for each class. You can also choose to take a Paragon Path of some other class, provided you qualify for it. What the Paragon Path does is give you a few unique benefits 
in addition to what the other members of your class would normally get.
A practical example of this: I start my character as a Rogue. I don't even try to qualify for some other class' Paragon Path, so at 11th level my Paragon Path choices are Cat Burglar, Daggermaster, Master Infiltrator and Shadow Assassin (all Rogue class Paragon paths). I decide the Shadow Assassin path suits my character best and I immediately gain some benefits from that choice, including a special attack only a Shadow Assassin can make.
As my character gains levels, he continues to gain Rogue powers, and he continues to gain a small number of benefits unique to the Shadow Assassin path. For example, at 12th level, he gets a power associated with his paragon path, while at 13th level he gets to choose a power from the Rogue path.
At 21st level, my character is considered to be Epic in nature, and can now choose an Epic Destiny. This is essentially an answer to the question "what will happen to my character beyond 30th level"? In the PHB, there are four such destinies: Archmage (Wizards only), Epic Trickster, Demigod and Eternal Seeker. Just like with multiclassing and the Paragon paths, the character stays with his main class, but also gains some unique abilities based on his final destiny. And eventually, the character may fully attain that destiny, passing on into myth and legend....
Running through the rest of it:
Video Game....
Haven't I seen this somewhere before, about some other edition??? Maybe it's just because games like WoW were actually 
inspired by D&D?
everyone now starts the game with 11hp + a set amont of hp based on the base class, so you always have max hp that you can possible have 
A bit garbled, but mostly correct. What really happens is you get your Con Score + (Class Base Hitpoints) at 1st level, and then a set amount of hitpoints (based on character class) each additional level. This means you get more hitpoints at 1st level than a typical 3e character, but because you don't apply your Constitution modifier with each new level, if you have a Con score of 12+, eventually you'll have fewer hitpoints than you would have in 3e. Essentially, this makes lower level characters more playable, and higher level characters less formidable.
As for the fixed hitpoints, I've been playing that way for years now. It takes a lot of the randomness out of gaining levels (you don't worry about rolling a 1, and no one can cheat and claim they rolled max hitpoints when they didn't). I find it's almost essential to do it that way if you want even a moderately balanced game.
everyone gets the ability to heal them selves, no need for a cleric
Nick may have got this garbled. Everyone 
can heal themselves in combat, but it's only once per encounter unless they can access special healing powers (like those available from a Cleric). It usually takes the place of the character's attack and usually restores 1/4 of the character's max hitpoints. That's called Second Wind, and it's like the character taking a moment to clear his/her/it's head, and refocus on the battle at hand. Think of it as an adrenalin rush.
Out of combat, they can use this as much as they like (or are able to), provided they have time for a short rest (5 minutes without interruption). This is unrealistic, but it allows characters to take on the next encounter as fresh as they can be. That's an important point, because often I find characters are too worn down to have a real big boss fight after they struggle through the challenges they need to face just to get there.
as a matter of fact their is now a warrior class called the guardian who has AE healing ability based on the healing surges with all the powers of a warrior
Nick says (11:19 AM):
character classes are split into three fields: protectors, aggressors and controllers 
I'll tackle these two together because they relate to one another. There are four primary roles in 4e: Defender, Striker, Leader and Controller.
I'm guessing the "protectors" are 4e's Defenders, represented by the Fighter and Paladin classes in the PHB. And I'm also guessing the "guardian" is the Paladin. Not surprisingly (to me at least), Paladins 
do have healing abilities, although offhand I can't find one that works off an Area of Effect. Though it wouldn't surprise me too much to find they have one at higher levels.
Defenders are intended to draw attacks to them, and negate them with their high defences (if possible) or absorb them with their high hitpoints (if they have to). To help them with that, they have a range of class abilities which penalise foes who 
don't attack them.
Fighters are the more aggressive of the two Defender types, attracting their foes attention and then beating them up, usually with something sharp, heavy and/or pointy. Paladins are the true defenders, getting their foe's attention and then weathering the storm until his/her/it's allies can wipe the foe out. Paladins can do some real damage, but Fighters are definitely the better choice if that's what you want to do.
Strikers are what I expect Nick calls the "Aggressors". We used to call them "glass cannons". They can dish out a lot of damage, particularly to a single foe, but they can't really take it - at least, not as well as a Defender can. In the 4e PHB, Rangers, Rogues and Warlocks are the Strikers. Rangers are versatile - they can be very effective in melee or ranged combat. Rogues tend to go for melee, but all they really need is a distracted or unaware foe, so they can also work from a distance. Warlocks tend to stay as far away from their targets as possible, but unfortunately for them, their powers are only medium ranged so they can't always avoid melee.
Nick forgot to mention Leaders, but these are classes which provide buffs for other classes. Specifically, the Cleric and Warlord. Both can provide healing, by tapping into whatever healing surges a character has remaining. But they provide more healing than the character could provide just using the surge himself because of their power. Clerics are far better healers than Warlords, but Warlords are better at group combat.
Then there's controllers, solely represented by Wizards in the PHB. Based on this rather limited sample, controllers seem to be about controlling what the enemy can do. They achieve that primarily by using area effect powers and powers which inhibit a foe's abilities. Wizards add a lot of general utility powers to that.
the dragon born race is terrible
Nick says (11:24 AM):
+2 str, +2 con, ability to use a breath weapon once per encounter... thats it
Ho boy! It's +2 Str and +2 Cha. If it were really +2 Str and +2 Con, Dragonborn would be too good to be true! Even so, there's lots of good classes Dragonborn qualify for - Cleric, Fighter, Paladin, Ranger, Rogue, Warlock and Warlord. That's out of 8 PHB classes! They also get a +1 bonus to hit when they are at half max HP, with bonuses to hit being like gold in 3e. They are also the only race who get to add their Constitution modifier to the hitpoints they gain when they spend a Healing Surge, making them more durable. And that breath weapon Nick thinks so little of? It's a really nice area attack which can really give the character an edge at low levels.
Dragonborn aren't going to be the best fit for everyone, but they're far from being terrible. Except as Wizards - I wouldn't use them for that...
the character class system is incomplete, so is the ability section and the spell section
Nick says (11:26 AM):
in the first 45 pages they tell you multiple times to go to their online services and pay a monthly fee to get access to more options for character generation and class options and classes 
I don't think Nick really looked at the PHB. Maybe he just saw some people playing the introductory game. Because the PHB is complete, and in fact includes the full list of magical items in the game (moved from the DMG). Yes, there are additions available on the web, but it's perfectly feasible to play without them (and I expect most people will). What people 
are complaining about is that some of the traditional classes (such as Barbarian, Bard, Druid and Monk) aren't included in the PHB. That's a fair enough complaint, but looking at the 4e PHB, it's got about the same number of pages as the 3.5e PHB, and it's packed with content. Maybe they could have shoehorned one more class in, but it's not like you're really short of choices as is.