Hussar
Legend
I think both you and Umbran are applying faulty logic. The amount of time spent in development or the amount of page space in the rules, I think, can be taken to indicate the parts of the game that are the most rules-intensive. Assuming anything beyond that, like what the game is fundamentally about, is overreaching.
If you spend 3/4 of your pagecount devoted to how to kill stuff and what stuff you can kill and the only way to advance in your game is to kill stuff (or at the very least, mostly kill stuff and take its loot) it's not a huge stretch to say that your game is about killing stuff.
Otherwise, you are basically saying that the dev's are completely wasting everyone's time on stuff that is not being used all the time.
There's a reason there's no weather rules in Monopoly for example.
Is D&D about combat? IMO, yup, it is. That's where the classes are designed around, that's how you advance in the game, that's what your character sheet is primarily designed to aid you to do.
Is that all there is? No, of course not. But, I'm thinking that the knee-jerk reaction is more a reaction to the idea that a game that focuses on combat is somehow "inferior" to other games. Never minding the fact that most RPG's do focus on combat.
As far as this goes:
Jack Daniel said:And that's changed. I don't think that we see exhortations in favor of "good role-playing" in rulebooks anymore. And I think that gaming has suffered for it. Certainly, in my locality, it's exceedingly difficult to find any player who would rather play a character than a character-sheet. Can it be that attitudes have changed so much in the span of a mere decade? I hope not.
I'm suspecting a LOT of reader bias here. An even casual perusal of any editions books shows a very strong emphasis on tactical play as well as pages of advice on "good roleplay". It's divided largely in the same ratios in any edition.