Perhaps my players are more clever than yours?
Not if they need the DM to hand out AC to speed up combat.
Once a few swings have narrowed it down, i.e. "I missed at 14 AC, you hit with 17." How hard is to figure out the critters' AC must be 15, 16, or 17....and does it really make any difference if you know which of the three it is?
Except that this rarely happens. You are using a rare occurrence to support your POV. It's rare that the players roll within a few numbers with both a to hit and a miss in the first few swings. For your 4 number range example here, it happens 1 time in 25.
Dude, I don't want to diss your playstyle, but if "What's its AC?" counts as mystery....I think you're letting the metagame get inside your head already.
If you say so. Personally, I want my players to be challenged, not held by the hand. I want them to discover whats what in combat as the combat unfolds, not know as soon as the door is opened most of the ins and outs of this particular encounter.
The way I feel, combat is all about metagame and it always has been.
A certain amount of metagame is unavoidable. But, it doesn't make sense to make it even more metagamey.
Also, I'm not talking about 4e specifically, my experience spans all but the very earliest OD&D.
So does mine.
I used to feel like you seem to now. Just dumb luck that one day I tried a suggestion and put all the status information out there to let the players handle more of it and "woosh!" combat rolled by quickly. Perhaps more surprising, the metagame had less of an impact, because they didn't have to keep worrying about it. A Fighters turn becomes: "I smash him in the face for 12!" instead of 20 questions. Figure it out an forget it, apparently. You can still throw in surprise and shock by either lying about the numbers or holding them back until the first attack hits. YMMV, I suppose.
I'm glad it works for you. As a DM, though, I don't have a problem with a player saying "I hit a 22" and I tell him whether it hits or not. I'm not quite seeing the speed improvement that you seem to imply. But, I do see the increased amount of better player decision making based on information that the player has, but the PC shouldn't in your approach.
Player: "Well, since his AC is so good and I know he only has a few hit points remaining, I decide to attack him with my weaker attack vs. Will.
Why bother to have the players even show up if you hand out so much information that their decision making is practically a no brainer? That's what happens when the players explicitly know NPC stats like defenses, remaining hit points, etc. and it's why the game designers did not add this information to Monster Knowledge Checks. As a player, I wouldn't want the DM to do this. I want to figure stuff like this on my own, not be told it.
Player: "Wow, a 14 missed. We're might be in trouble here."
instead of in round one:
Player: "Hey guys, the DM told us that this guy has a 27 AC, maybe we should retreat."
or alternatively:
Player: "Nah, I'm not using a Daily on these guys. They only have an AC of 22."
weak sauce