The first eight hours of Cinderfall are its worst, largely because the tools that make combat work are still locked. This approach smooths the ramp.
Cinderfall's opening act is a genuine barrier, and most of the difficulty is structural rather than mechanical: the discipline that makes the combat readable does not unlock until the second act, so everything before it feels stiff by design.
Front-load survivability and let damage catch up on its own. Stamina recovery, one reliable opener and a single defensive reaction will carry the entire first act. Resist the temptation to spread points across three disciplines early — the act two unlock reshapes what is worth investing in, and points spent before then are effectively spent blind.
Hold at least four discipline points in reserve when you reach the harbour. The moment the second discipline opens, you will be able to see which trade-offs actually suit how you have been playing, and committing then is worth far more than committing early.