Mishihari Lord said:
It's really, really bad. The designers made a lot of design decisions to enhance playability of the game at the expense of verisimilitude, realism, simulationism, whatever you want to call it. I know a lot of people like this, but it's exactly the opposite of what I want out of an RPG.
I think it's a step up from 3E in this regard. In many cases, the complicated interactions of subsystems lead to results which are unrealistic for the sake of game balance, and then you have to decide which wins out.
My pet example is the bat — in real life, bats with echolocation can catch mosquitos while turning and swooping at high speed, can dodge wires that are hard to see with vision with the lights on, and seem in general to build a 3D mental picture of the world with this sense. In other words, there's no question that it's blindsight. But in 3.5, they get the much lesser blindsense ability — why? Because the game requires that player characters be able to turn into them, and the mechanics are such that this sense would be too powerful for that at the levels in which one could reasonably do it.
This is made worse by the perception that the game rules are also meant to essentially describe the physics of the world.
In 4E, that's clearly not true. Things are described as circles but mechanically represented as squares, and that's okay — the rules are there to help you display the world in-game in a quick and convenient manner, not to say how things "really are". The world itself is free to go on following common sense.
In other words, simplifying the rules doesn't ruin the ability to make your game "simulationist". It just means that the rules for
playing the game aren't meant to be tools for running the universe — you should do that separately.