That depends - how many people picking up the rules are aware of the tradition?
If you are picking up a new game, because you were an active player of a prior edition, then you've probably been exposed to the idea. If you are a new player, picking it up for the first time and reading the rules as your only guide, the tradition is unknown to you, and so the text will dominate your initial approach to the game.
That is a fair point.
For me, I guess that is what the role of the community is for. Maybe it is because I've grown up in this internet age, but I think if I was joining into a game in the 4th edition of that game, then after a few months of running it by the book, I might start looking to see if there is more. And the community would naturally lead back to the idea that the rules are there as guidelines, not set in stone.
While phrasing, like Maxperson suggested, can help with that. I don't think it is necessary and that its lack is disempowering.
Homebrewing isn't what anyone's discussing. You tend to inject tangential concepts into the discussion as if they were they main point. Makes it difficult to have a meaningful discussion.
What is being said by "you can change these rules" isn't about homebrew. It's about not having to follow RAW to the letter in every case - and doing that isn't necessarily homebrew. Games like 3.5e and 4e had the mindset of doing most everything by RAW in my experience. 5e lifted that expectation and it was directly related to how 3.5e and 4e games tended to be ran.
How am I injecting a tangential concept here?
Maxperson said:
Nothing, really. The difference is in how the book speaks to the DM. The 4e DMG gives much more constraint to the DM in its language, so it discourages the DM from stepping out of the boundaries and creating a new rule or altering rules. Other DMGs encourage it.
Take page 42 of the DMG. It's very clear on informing the DM on how to rule improvised actions. You use the table for damage, rather than coming up with something. You give +2/-2, rather than, up to +2/-2 or "We suggest +2/-2, but it's up to you." It's very constraining on the DM. The DM has to fight the PG 42 rules in order to go outside of them, rather than being empowered to do so.
I was responding to him, and he very clearly feels that 4e's choice in language and syntax disempowered the DM by saying "this is what you do" instead of "we suggest this is what you do"
I disagree, because homebrewing and changing the rules is such an integral part of the DnD DNA, I think it is unfair to say that an edition disempowers the DM by not explicitly stating you can change the rules of the game. It is understood, especially by people coming from previous versions of the game, that of course all of these rules are suggestions and you are free to change them.
In fact, many posters on this thread have said that 4e empowers them because the math is so visible, that making those sort of changes that Max feels is disallowed by the 4e rulebooks, was far easier to do and understand the impact of.