1st - Sorry for delay in responding - could not login in 2 days.
No problem. Good to see you again, I find this discussion quite invigorating.
Now: If it needs to be limited more try not allowing multiclassing before a certain level (8th as example) and eliminate the power swap feats so the powers you have before multiclass you have to keep.
True, but even under the powers section where replacement is talked about, it does not state weather you can replace with second class power. However the rules that keep being quoted state you may only have a total of 2 encounter and 2 daily powers from your second class. If you were allowed to replace with second class powers you could end up with more than that.
Page 27, right near the bottom. "At 13th, 17th, 23rd, and 27th levels, you can replace any encounter attack power you know from your class with a new one of your new level", so you can replace an encounter attack power from your class with a new encounter attack power from your class.
The daily power rules on the next page are written a little differently, I assume to keep people from falling asleep while reading. However, I don't think it's too great a leap to assume that it works the same way, as the most generous reading allows characters to replace their dailies with dailies from any class.
Heroic Tier feats seem to be mostly +1 and +2 bonuses, Paragon Tier feats seem to be mostly +1 and +2 bonuses, and Epic Tier feats seem to mostly be Improved Critical feat from 3.x. They do not seem any larger or smaller to me.
Sure, heroic and paragon tier feats are mostly +1 and +2 bonuses, but the paragon feats are usually bonuses to more things(Back to the Wall, Combat Anticipation), or to more valuable things(defenses, speed, what have you). The epic tier feats that increase your critical chance are extremely powerful, as by epic tier a critical hit is generally providing three or four times your average damage.
OK - so the value of the feats is in the eyes of the individual players.
True.
If the selection of a feat to get a possible +1 damage, is weighed against the selection of a feat to get a +2 bonus to defenses (or even if we cut it to 1 to defenses) is IMO not worth it. I would rather have a full time bonus over a part time bonus.
I'm with you there. But notice that the paragon tier feats that provide damage bonuses either provide +1 to several things(Back to the Wall), +2 in common situations(Blood Thirst, Light Blade Precision), or +3 under fairly rare conditions(Sly Hunter, Steady Shooter). At no point are a possible +1 to damage and a permanent +2 to a defense competing.
You are correct, although I do not agree with those rules. IMO if you drop your guard you provoke an AoO. (Drop your guard should be defined as thinking of something other than the battle, or taking you mind off of the battle, taking your eyes off your opponent, etc)
You may house rule it if you wish, but doing so makes the Quick Draw feat slightly less valuable. Complaining that a feat is weak because you've changed the rules to make it weak is a bit unfair.
OK - so spending 2 feats might be worth it to some, not to me. Especially when I can already deal that +1 Damage with a two-handed weapon, or use a one-handed weapon and a heavy shield and get a better bonus to AC than from the feat. And especially when I can only attack once per round.
Note that both of your listed options give you one or the other, damage or shield bonus. The two weapon feats give you the damage of a two handed weapon and a (smaller) shield bonus.
Now if I had the ability to use both weapons in a round (2 attacks), that would be a horse of a different color.
And if you are bound and determined, there are some ways. You can use an action point, attacking once with one weapon and once with the other. Or you can get some ranger powers that allow you to attack with each weapon as one action. But you can't get two attack actions every round with a single feat.
It is becoming obvious we will not agree on what feats are useful and what is not. You have your opinions and I have mine.
For accuracy's sake, can we say that we disagree on which feats are valuable and which are not? Fast Runner inarguably has uses, our disagreement is on whether those uses have value.
Note that you do, however, get to choose the six feats that are most valuable to you out of a list of many more than six feats that all do something.
I will conceed this only because the feat descriptions have changed drastically. But, I do not think that expecting a feat to be a special thing is unreasonable.
Well, it all depends on how powerful a thing has to be to be special. Alertness isn't hugely powerful, but it does make characters with it different than characters without it, in its own little way.
This is a big change for all classes. Casters are limited to knowing a max of 17 spells for thier entire career.
Casters will know a max of 17 spells at any given time during their career. They will be leaving some 1st level spells by the wayside as they level up. Also, note that wizards, with their spellbooks, will know more spells than other casters.
Anyway, the fighters tools were the weapons, not the feats, and the casters tools were the spells. The feats were tools that all classes used to empower thier tools. They increased the spells area, damage, duration, even changed thier energy types. They (feats) increased melee attacks through additional training (so to speak) like weapon focus, and weapon specialization. They (feats) helped clerics with bonuses on turning undead, and helped rogues with bonuses on sneak attacks. The feats IMO is what made your character special over the normal character of the same class.
The thing that differentiated one fighter from another was less choice of weapon than choice of feats. Yes, fighters had three distinct weaponry categories: two-handed, one-handed and shield, or two-weapon, but within those categories the choice of weapon didn't matter much. It was the feats that controlled what a fighter could do. Now, powers do that.
Feats still do many of the things you mention, but to a lesser degree. They aren't as powerful or flexible as they used to be, but feats can still increase a spell's area(Resounding Thunder), damage(Burning Blizzard, Dark Fury, etc.) and durations(Spell Focus); they can still improve melee attacks(Combat Reflexes, Weapon Focus, any of the feats that improve specific weapons), improve a cleric's turn undead(Astral Fire) and help rogues with bonuses on sneak attacks(Backstabber).
However, the thing that makes one member of a class different from another member of the same class in 4th edition is more the choice of powers than the choice of feats. This is one of the major differences between 4th edition and 3rd edition.
I have to disagree with you here. Every opponent you face is going to make attacks against one of your defenses, that is the most common scenario and because of that reason I say those feats (Great Fortitude, Lightning Reflexes, and Iron Will) can be the difference of life and death.
Every opponent attacks one of your defenses. Most of the attacks I've noticed so far target your AC, and there is no feat that provides a permanent +2 bonus to AC. There will be fights where Great Fortitude does not help you. Even these are situational bonuses, they're just easy to track situational bonuses. Just because they are very helpful in the situation they are suited to doesn't mean they are better than every other feat.
I will. I've writen WotC late Friday evening, don;t expect to hear anything back till at least Monday.
Excellent. Looking forward to the news.
You get the HP, surges and features of the class you start in. If this seems unfair because of a wizard wearing armor with no spell failure, then impose one while wearing armor. Or another possibility is when the powers become more than 40% as example then that would be primary class now and impose some type of penality for using the improper features of other class.
I have no objection to a wizard wearing armor without spell failure. That option is, in fact, one of the things I like about 4th edition. I have an objection to a wizard having fighter hit points, because the hit points are one of the factors of class balance.
Given that the number of powers a character knows changes over the course of their adventuring career, I balk at the idea of checking their relative power count every time they get a power. It seems like a very complicated fix to a fairly uncommon problem. How about instead we just leave a character's class features intact and limit how many powers they can get from another class? This way we can keep the changes that occur at level up to a reasonably minimal amount. It does have the down side that a character who wants to be a full-blown wizard at level 30 needs to be a wizard at level 1, but if he already knows that he wants to be a wizard, there's no reason for him to start as a fighter.