This sums up my thoughts nicely and in real life I'm a professional RPG designer/writer. In the early days of PnP RPGs stats, numbers and dice were everything, since D&D had its origin from wargaming - and quite frankly those halcyon days in the late 70's and early 80's were parties of PCs going down dungeons and killing everything in sight. It was wargaming, just with more imaginative freedom.
Since then tabletop RPGs at least have evolved radically. We still have 'crunchy' systems where there are masses of rules and complex character sheets, but we also have very light systems which emphasise story-telling and have little in the way of dice rolling or stats.
Dice are very useful in RPG's. They are used to reflect what is not under player control. Dice can indicate that a rickety bridge finally collapses when the guy after you crosses, or that your lock pick breaks ~not even due to mistakes, just bad luck. In most RPG combat dice indicate the subtleties that even today's impressive graphically rich RPG's cannot. Dice reflect random change & variation. A sword expert cannot attack a target flawlessly the same identical way multiple times ~Its only possible for an inorganic machine; the blade will be off by milimeters, inches, or yards (depending on skill). Dice rolls reflect this, and they indicate whether the target was missed, cut, or scratched. I would not be opposed to a game like Oblivion, or Skyrim implementing attenuated attacks visually (in the animation) instead of numerically, (though it would be a lot of extra work), but until that time, I don't see an acceptable alternative to dice.
That said.....
I've been playing roleplaying games for almost thirty years, but nowadays when I game I spend most of my time in verbal interaction or listening to the descriptions, rather than rolling dice or mini-maxing attributes - the latter holds far less enjoyment for me now, compared to when I was a teenager just starting out on my first D&D scenario. Does this mean younger players more interested in numbers? On reflection I think not, it was merely that for my generation there was no other way of playing available.
Dice were never http://en.wikipedia.org/wiki/Amber_Diceless_Roleplaying_Game for our or anyone's generation ~they were just efficient and popular.
As a guy who writes RPGs, the thing I love about TES is that although I have to sacrifice a great deal of 'freedom of action' the game engine is effectively doing all the GMing and dice rolling for me. This allows me to experience the world and/or quest with a greater degree of immersion because I don't have to fumble around for a dice - its there in front of me playing out in a believable manner. When Todd said that they are heading away from juggling numbers I thought 'Wonderful, another distraction removed from my immersive experience!'.
When I play Baldur's Gate, or NWN, the first thing I do is enable the numerical information to print. It is the only way to perceive your opponent's advantage or disadvantage, and I'd never play it without. Its also the only way to perceive just how good or bad the attempt, attack or defense really was. This is something that your character would immediately notice, but not something the player would see without access to the numbers or an RPG that gives Xena/Bruce Lee combat moves to your opponent, while the level 2 PC fights like Dagwood Bumstead. Arx Fatalis did a great job of hiding the rolls while keeping their benefits, but I really wished I that could see what was really going on in that game. I haven't played an RPG (yet) that that provides information visually that is comparable to the numeric values.
(and I'm not really sure that I'd want to, as the information is all I'm interested in, and the numbers tell me immediately. Its the same argument some have against voiced dialog... They can read faster than the NPC's talk, and the text is cheaper than voiced lines (so there can be more of them).
Now what people are overlooking is that all those characteristics, statistics and skills are all still there. They are a fundamental part of the game engine. However, I/we no longer have to mess about with them directly as they grow and improve in the background. That to me is a very positive step forwards. It allows players to achieve a greater level of verisimilitude with the game world, avoiding unnecessary number juggling. Skyrim isn't shedding them entirely, you still get mechanistic choices as to where you wish to improve your character (stamina, health, mana and perks) but I imagine that by TES VI even that will fade into the background and such improvements will all come about indirectly/subtly by interacting with other personalities, by practice or via subtle extrapolation of your play style by the game AI.
As for "verisimilitude"... I don't get it. I know the word, but I don't see how that applies to an RPG. Verisimilitude applies to simulators. Those that want verisimilitude in a game, want simulation. (Verisimilitude would take the fun out of Monopoly, same as it would out of Fallout ~any of them... or would we all like to to spin like tops firing a minigun?)
Is that a bad thing? Not in my eyes. I dream that we'll get close to full virtual reality by the time I'm on my death bed, even if that means I end up writing plots and scenarios for videogame companies rather than PnP RPG publishers.
Good VR is cool for it's own sake, but its not something I'd ever want in a role playing game. I like getting a lot done in an hour, and would not like playing the game 1:1 with my time. At least current gen RPG's still play with time compressed.