Ratskinner
Adventurer
The same thing goes for comments about rogues passing guarded gates by poisoning the guards' lunches rather than fighting them. Is this really going to be a regular part of D&Dnext, when it's never been a regular part of typical D&D hitherto?
And to be clear: I think it's completely feasible to design an RPG in which poisoning the lunches of the guards is just as viable (mechanically, and in the real world play environment at the table) as fighting them, and in which blocking doorways against hordes is as common as sleeping those hordes. But I don't think it's feasible to do this using traditional D&D mechanics.
My guys were doing it since 2e...some from before, depending on the availability of Dragon articles. "Traditional D&D mechanics" covers a lot more ground than BAB, AC, and HP.
Scene/situation/encounter based design has taken a while to emerge as a coherent approach to RPGing. But now that it has emerged, it turns out to be one of the most reliable and effective ways for generating non-railroading, player-driven, protagonistic, exciting RPG play.
I know plenty of folks who would argue the "exciting" part. Several who would argue the "player-driven" part, and a few who would argue the rest. At least as far as the way 4e did it. A lot of the folks I game with felt like that school of design gave every encounter an intolerable sameness that sucked the life, humor, and creativity out of the game. I know that there a plenty who disagree, but such is the situation the designers are in.
The key to this is that the scene/situation/encounter is not an arbitrary locus of action. The resolution of individual scenes - the pacing of them, the open-endedness of them when the players go in - is central to the emergence of plot/story out of play.
Provided that you deal with scenes equally well both in and out of combat, maybe. Recall that this game has 3 pillars. Combat tends to get the lion's share of treatment, but Interaction and Exploration are vital parts of the D&D "feel". Scene-based design tends to give short shrift to Exploration in a bad way. 4e lost many of the "Old-Schoolers" I know because of the Dungeoneering skill. "That's what we're supposed to do."
I think there is a type of desire for obscurity. It comes out in some of the "write flavoursome prose for adults" threads, too. I don't think it's about rationing expertise, though. It's about a conception of the rulebook as somehow being part of the play experience, the first step into immersion. A rulebook that is clear and metagame-y in its language breaks immersion, because it makes it transparent that the activity consists of real people sitting around a real table playing a game.
I dunno. Gamers are weird folk. We often like to pride ourselves on our KotOTU (Knowledge of the Otherwise Totally Useless.) I think its more along the lines of the catchet people feel from system mastery, rather than immersion. ::shrug:: Who knows, though?