They've copied some sections on encounter design and rewards almost word for word from the 4e DMG. Yuck.
The system that the game gives to the DM to design adventures is really the engine of the game. The player option doodads that everyone else is arguing about are chrome. The adventure paradigm is what makes the game. And this playtest has made it clear that they're going for the same basic experience that 4e offered -- a series of encounters mathematically engineered to be beatable by straightforward assault, where the players have very little ability to influence the rate of XP gain and therefore feel little pride or sense of accomplishment at levelling up in itself. Stoopid-easy to DM but computer games (esp. the Elder Scrolls games) do it better.
You got all that from a set of guidelines on how to design easy, average and tough (but not overwhelming) encounters?
Maniacal laugh. Manaical laugh.
(ahem)
I'm sure that being able to build good encounters in no way reduces your ability to make good adventures, or challenges that reward the players' creativity, or sandbox adventures where the PCs set their own goals and seek out challenges.
No, seriously. I mean it.
Easy to DM isn't good enough. The game has to be really fun to compete with other forms of gaming. This style of adventure is not.
Right. Everyone knows that everyone has exactly the same idea of what fun is at all times.
Manical laugh. Manaical laugh.
(ahem)
Actually, I think a truly great game system would allow each group to use it in pursuit of whatever it considers to be fun, whether it is simple, low-risk hack-fests, or more demading games that require creative thinking and/or careful resource management to overcome challenges. Even better, it would allow the players to switch between any game style at-will (or at least, per encounter

). Variety and adaptability keep a game interesting, IMO.