Emphasis Mine: I disagree here, Those that are concerned with world-immersion/simulationism definitely don't view it as a separate thing to actual gameplay. Again refer back to my example with Fable... certain choices in the game are made by some, not because they are optimal or because they are the best tactically... but because it is enjoyable to interact with those elements of the world in a pseudo-realistic (realistic for the fantasy world being simulated) way.
With mechanics that simulate one can make decisions based upon interacting with the world as opposed to interacting with the rules/mechaincs and it in fact it becomes inseperable from gameplay when the rules support this.
Only that 3e does not have these mechanics. It has the bricks but for every situation, for every instance the DM has to take them and build the structure himself. Building though needs to be correct so to not fall down. I do not know any human being that can achieve in this task on functional playability terms with the bricks 3e provides and the structures than need to be build.
4e does not bring just bricks. It provides walls. It is functional with walls because you can build things that do not fall down. In theory you can build fewer things with ready-made walls than you can do with bricks but not in practice if you consider the limits of the gametable.
If you want to be able to build whatever you wish in respectable playability terms you need a different model entirely. Neither bricks nor walls but relativistic principles: there can be a small house and a big house. To make the small house I need to pay X, to make the big house I need to pay Y. This is just an example. If this is what you want I believe you need to search for a different system than D20.
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