What!? Did you just say that? It's been turned upside down on it's face. Endurance in FO2 provided a minimal but effective boost in starting HP, and altered HP gain/level. In Fallout 3, END is completely retroactive: HP = 100 + (EN x 20) + ((level-1) x 10). You can start the game with 300HP depending on how you've tailored your END, and no matter what your END stat, you'll always gain +10 HP/level. This is a huge difference in function.
Well, I was just meaning that in both games END primarily affects your HP. (END in Fallout 1/2 had an effect on resistances, I think - but it seemed like your choice of armor sort of trumped that anyway.) There's a difference in what effect the Attribute has on your abilities, but without having gone in-depth on the average damage rates and whatnot between both games, I can't really comment on how much the effect of END has changed.
(ie, if guns do a lot more damage in Fallout 3, or you have more of a tendency to get hit more often on average - then higher hit points aren't necessarily going to be all that big of a change.) I'd have to look at the relative differences in damage and average damage-taking your character goes through between both games before I really agreed/ disagreed that Endurance works all that differently.
And it's certainly not as much of a change between the two games as the other stats, regardless.
You fail at Role-Playing Games.
Come on now, I thought we were actually having a relatively civilized discussion here (a rarity) without engaging in personal attacks. It's been a good while since a Mod's had to lock a thread in the Fallout Series forum, and I'd hate to see that trend broken again.
This whole "immersion" concept is highly subjective to begin with. Back in my tabletop days, I noticed three distinct trends between players in my group throughout any of the games we played.
We had one guy who was drawn more to games like White Wolf's WoD, Amber, etc. He got very into character, and when he was GMing a game made extensive use of props and other physical examples. This is the type of player who tried to see the world through their character's eyes and essentially inhabit that character in that world. His concept of "true" roleplaying was somewhat similar to the process of a method actor. His definition of "immersion" was being able to imagine he was someone else. He got upset if we made too many out-of-character comments, and never broke character himself. He also never took short-cuts (ie, there was never "My character asks the shopkeeper what he has for sale" or "I see if I can intimidate this guy" - but "'Hello, good sir, might I inquire what wares you have on sale today,'" or "I shoot him a piercing look," etc.) He generally only cared about the rules and his character's stats as a tool for his roleplaying and as we got older focused more on RPGs that did away with dice entirely. I haven't been in touch with him for a while, but I imagine he would like videogames like Oblivion, Fallout 3, etc - for being able to pretend he was another character and view his avatar as an extension of himself.
Another player was more attracted to D&D or Palladium's various Megaversal games. He would play pretty much the same character every time, regardless of the game, and his primary goal in every game was making his character as "awesome" as possible. He wasn't terribly concerned with "immersion" of any definition, so long as he was able to find cool loot and advance his character. He'd really get into the guts of every game we played and designed character to take full advantage of every edge he could get. (Always had a D&D character with 18+ STR, would auction all his character points in Amber to make sure he had the highest-rated STR, etc.) Basically the quintessential Min/Maxer. He almost never referred to his actions in the game in first-person, and didn't generally describe his actions in any "traditional" roleplaying terms (ie, "I attack the Dragon" as opposed to "I hack at the Dragon's neck, trying to find a weak spot," or whatever.") He didn't have any real preference of ruleset so long as he could design the character he wanted and make sure he was as efficient as possible. Also had little patience for sessions that weren't at least somewhat heavy on the combat side of things, and usually found an excuse to do some fighting regardless. His favorite videogames were Diablo and Quake, and last I heard he was heavy into World of Warcraft.
Myself, I think GDW (not to be confused with GW) made some of the greatest games ever. I played a lot of Traveller, Twilight:2000, GURPS: Car Wars (switching to the Car Wars ruleset as appropriate,) and Mechwarrior (again, switching to BattleTech as appropriate.) I came from the Wargaming end of tabletop games, so I liked to make sure we had plenty of miniatures, maps, and lots of styrofoam packaging (which make for great improvised buildings.) When we'd get together for a roleplaying session, I viewed my character in sort of the same way I would watch a movie or read a book. I wasn't terribly interested in being "immersed" so much as focusing on things being "cinematic." I'd refer to my character's actions in third-person, and I'd alternate between out-of-character short-cuts to describe the actions of my character and describing them in full detail, as the pacing demanded. I like lots of rules, and developing strategies that best utilize each character's strengths and weaknesses - but I don't try to make the most "awesome" character. I like to picks stats which describe the character I am playing, and then getting very involved with the strategies to be as successful in the game as possible. (ie, I don't generally max out any of my stats, and generally would play a different character each time - in D&D, I never re-rolled my stats but worked with what the dice gave me and then used that to build up a character concept and decide which class best fit those stats.) When GMing, I would encourage my players to describe their attacks in cinematic ways (as opposed to just saying "I shoot this guy" and rolling the dice turn after turn,) and reward them for being inventive while playing. My favorite videogames, as far as RPGs go, are KOTOR, Mass Effect, and Fallout 1/2 - the former two for the cinematic experience I have with them, and the latter for being the sort of videogame that just seemed like it was made specifically for me.
All three examples are sort of exagerrations of a 3 broad categories of players, but I think they provide adequate examples. Neither of those three types of players are any less "roleplayers" than another - and part of why our group was so succesful over the span of well over a decade, was because we were comprised of a wide variety of influences and preferences. Each had something vital to bring to the table, and we all had fun. This concept of "immersion" is highly subjective - what immerses me in a game might not do so for another player. I don't personally find first-person any more "immersive" to me than an overhead view (and vice versa,) yet it's perfectly fine if others feel differently. Because it's only a matter of opinion, after all - there is no right answer. Just as there is no "right" way to roleplay.