KidSnide
Adventurer
Non-adventuring skills matter (and deserve mechanics) when they apply to a type of action that is a major focus of the campaign. If 30% of the campaign is non-adventuring, than the PCs should each have a non-adventuring niche (appropriate to the campaign) so they can each shine in a distinct way.
Yeah, OTOH there are a few things that can be said about that. Campaigns where the PCs are spending a lot of the focus on things besides adventuring are a pretty small minority IME.
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As for say 'intrigue' well, isn't that actually really well covered already? It is fundamentally an adventuring activity. It is going to rely on stealth, observation, persuasion, etc. All of these are core 4e skills and there are good solid rules for them and plenty of ways that players can tweak their characters to reflect any particular archetype they want.
I think a difference of terminology is confusing the discussion. When I referred to "non-adventuring activity," I meant to include intrigue, kingdom management, hex-crawl exploration, mass combat, economic activity, magical research, etc. I'm happy to choose another term, but there's a term for all the stuff that happens in a game that doesn't involve puzzles, traps or defeating enemies in small-unit combats. D&D is focused on dungeoneering, but lots of campaigns have a substantial non-dungeoneering components.
As far as intrigue is concerned, yes, there are rules for some of this material, but - IME - intrigue involves many issues of contacts, status, authority, and other parts of character history that the rules touch on very lightly. And, while the rules do provide social skills (bluff, diplomacy, insight, etc...), most of the intrigue-heavy games I'm aware of either ignore those rules, rewrite them or spend much of the campaign arguing about how they don't really work.
-KS