Nonsense.
Being spoon fed the answer by the DM all of the time is not fun. If I make a mistake as a player, that's ok. It's not "less fun".
How is giving a PC the info of whether a power will be useful "spoon-feeding"? There will be several attacks against a PC's defenses over an encounter. Even if a PC knows that shield will make the difference against an attack, it may be better to wait and use it later (perhaps when the dragon's breath weapon recharges).
And, the DMG did not state what you claim it states. It limits information to PC knowledge, not player knowledge.
They are two different sets of knowledge.
Yes, they are. But all PCs are experienced with battle, and the only way to show that experience is for the DM to pass along information. If someone swings a weapon at me, I can generally tell if it's going to hit or miss as the blow is coming in...and I have nothing close to the combat experience of even a novice adventurer.
Are you claiming that the PC KNOWS every single time which defense enemy attacks use before the affects of the power are applied? Where is this in the rules? Where is it in the rules that PCs know what defenses even are?
Again, look at the power:
PHB page 161 said:
Trigger: You are hit by an attack
Once an attack hits, yes, you know which defense was attacked...because that defense was hit. And since Shield is an interrupt, it can change that hit to a miss before damage is applied.
Furthermore, I've cited where the DMG states that players should be informed. It's your turn - tell me where it is in the rules that PCs
don't know which defense is attacked or what defenses are.
Yes, players know their HP scores. PCs do not.
Prove it. You keep staying that the rules don't say X...which regardless of whether you are correct, doesn't prove the statement that X is false. A character may not know HP scores by that name, but to say an experienced fighter doesn't know their combat capabilities and when they're reaching abilities is (to use a term you have been using frequently) nonsense.
There's that word again. I do not think it means what you think it means...
The game does not need to be played your way to be fun.
You mean the way where I empower players instead of restrict them? Hey, if your group is happy with your method, more power to you. But if I run a 4E game (especially if it is in a shared game environment like Living Forgotten Realms), I'm going to go by my interpretation of what the rulebook says, unless I have an agreement with the players to use house rules. The DMG says to inform players, and that's what I'm going to do.
And, you are the one who pulled out the DMG rule and then start saying "rules-lawyering" when somebody disagrees with your interpretation.
People kept debating about whether you should tell people what AC was hit. I pointed to the relevant rule to help people decide how to resolve the situation in a game. The lawyering part comes in when a person points to an ambiguous section of the rules and states that it only has one interpretation - theirs.
But, this does not apply to the Shield mechanics.
Knowing that one is lucky to be missed says nothing about how unlucky one was to "just barely be hit". Apples and oranges comparison and has nothing to do with the rules discussion here on how Shield works.
The base rules for Shield are clear - it's an interrupt that works on a hit, that can adjust AC and Reflex up by 4 to turn that hit into a miss. You brought up luck and unluck, and complained that PCs shouldn't have information about their own condition despite that very condition being an abstraction designed to promote a good gaming experience.
Regardless, we're not getting anywhere here. You're not going to convince me, and I'm not going to convince you. So, we'll see how the players react when each of us has our turn behind the DM screen...that's the true test of whether we're right or wrong.