Heck, the cube is a "game mechanics" monster, right up there with trappers, lurkers above, and rust monsters.
Ah, that Gygax . . .
The gelatinous cube isn't so much a "game mechanics" monster in the same sense that a rust monster or mimic is, as it is a "dungeon ecology" monster--it's there to explain how corpses are removed, dungeons are cleaned, and so forth, and its common use as a treasure-dissolver or PC-eater at the bottom of pit traps is secondary.
I respectfully disagree. Fourth edition DMG specifically calls for the DM to make rulings. I appreciated that--it removed some of the rules-lawyering of 3e.
Further, I didn't need to wait for errata to tell me that an ooze couldn't be knocked prone, or that a gelatinous cube could not be affected by Come and Get It.
You didn't need to wait for errata to tell you that, but there shouldn't be any need for that in the first place. Again, the main issue here is the tension between increased codification and increased reliance on DM interpretation. 4e added tons of keywords for various things, and those keywords made things a lot more streamlined, concise, and easy to interpret, just like 3e adding lots of keywords made things more streamlined, concise, and easy to interpret than similar situations in AD&D.
Yet many things in the game were introduced which ignored keywords or at least didn't make use of them. How hard would it be to make keywords for physical forced movement vs. persuaded forced movement? How hard would it be to have a "persuasive" keyword for intimidation-/insult-type effects to govern how they operate, or a "mindless" keyword to govern how oozes, zombies, etc. operate? Again, people rave about how codified powers empower players and allow them to achieve what they want without DM fiat, then turn around and say that many changes are "obvious" and that DMs can do things how they want, and you simply can't have it both ways.
I don't think a new rules set should rely on rulings--4e certainly doesn't. I think that the new rules should specifically tell DMs that it's okay to make rulings--in fact, that he or she should do so. I think that should be pointed out in the PHB, as well.
More than telling the DM that he
can make rulings--which every DMG has done--it should tell him
how to make rulings. Advice like how to decide on the ruling to make, polling players before making large changes, informing players in advance about changes, etc. would make things a lot better for new (or simply bad) DMs out there.
Eldritch_Lord - I get what you're saying. But, honestly, the number of corner cases where you actually can't explain the power in game is pretty small. At least, IME, it is. Now, if you want to talk about specific problems? I'm right behind you - Bard, I'm looking at YOU (gack, joking the skeleton to death bugs me to no end). But, something like Come and Get It? Healing Surges? Really? Those are very, very easy to narrate from an in game perspective. There's thread after thread explaining a million different ways to rarrate them. Healing surges only become a problem if you absolutely insist on describing in intricate detail what effect an attack has - which then has its own problems of believability (you took a arrow in the arm, but, you can still use your arm perfectly well - what?).
Whether you
can explain the mechanic in game (which you almost always can), and whether it comes with "default" fluff that meshes with everything else, are two separate things.
Take hit points, for example, the favorite whipping boy of simulation vs. narrative discussions. Hit points are described as wounds, luck, morale, fatigue, the ability to turn lethal blows into less lethal ones, and more, and are treated as one or more of those in various ways. Falling damage and poisoned stingers treat them as wounds, temporary HP and morale-based healing treat them as morale, weapon damage often treats them as luck+fatigue and more. There is no "default fluff" that works for everyone that covers every instance in the rules. HP work fine as purely physical damage, since D&D characters quickly go from being normal people to superhuman and would be completely justified in simply falling from orbit and landing unharmed or taking dozens of arrows to the chest and surviving, but many people like to see high-level play as "LotR/Conan with bigger numbers" and are offended by this interpretation.
HP can be fluffed as fatigue, luck, and damage mitigation, until you come up against an ability that delivers effects on a successful attack and you have to determine whether the attacker actually made contact. HP can be fluffed as partly morale, but then you have issues like how a 3e crusader/4e warlock "encourages" an unconscious person who can't hear him to get back up and keep fighting. If you have one, single, consistent fluff for a mechanic that is provided as a baseline, you can change it deliberately and be able to account for any quirks, but if you have multiple inconsistent fluff takes on a single mechanic it doesn't work too well.
Marking is another inconsistent mechanic. Is a mark intimidating the fighter's enemies? If so, why can't a fearless character/higher-level character/high-Will character ignore the penalty? Is a mark instead boxing in an opponent to hinder his actions? If so, why doesn't it stack with a paladin's mark, since they penalize for different reasons? If you provide a single, coherent explanation for what's going on, then not only do you allow players and DMs to logically deduce effects of the mechanic in game, but you can also refluff it without changing the mechanics--for instance, if marking means following people very closely, then you can determine that a mark is logically broken if the marking creature is immobilized (for instance), and you can also determine that if you refluff it to be scaring people that there are now different ways to break a mark and you need to take those into account.
As mentioned above, this isn't just a 4e problem; 3e has similar issues in many places, though the legacy AD&D mechanics and phrasing tend to provide more consistent fluff. Evasion is a great example. It's a common ability that many classes get at low levels, but we never find out how it works. You take no damage if you make a Ref save for half against something unless you're immobilized. Do you do this by dodging out of the way of the explosion? If so, why don't you move from your space out of the area of the effect? Do you do this by reflexively taking cover somehow? If so, why can you use it when there's no cover around and you're not holding a shield/cloak/etc.? Do you do this by exploiting gaps in explosions and such? If so, how does this work against a uniform sphere like a fireball, and how can you react fast enough to find them but not act fast in other circumstances? Again, you
can explain this satisfactorily, but each explanation has cascading effects, and every ruling has different consequences, which is not a desirable side effect of a pure refluffing.
So, again, it all comes down to the difference between the game providing a default, consistent explanation/mechanic for everything and allowing DMs and players to extrapolate from there (good) and the game providing no explanation/mechanic for something and expecting DMs and players to make stuff up (bad). Having fluff or crunch for something that exists at all, and that can be referenced by other fluff/crunch and changed or ignored if a DM wants, is always better than having none at all for it and making it either inconsistent or existing in a vacuum.