there should be a feat that removes the penalty for dropping below 0 hit points, and another that lets you have unlimited spells slots and AC.
not every penalty should be easily negated. it's like a maze with no walls.
I agree, that not every penalty should be easily negated, but this is a minor penalty removed at substantial cost, not the same thing.
Sorry but then this is not the game for you. D&D has always been about finding ways around restrictions.it has nothing to do with a cost/value ratio and everything to do with promoting a sense of solidarity to the rules. i can't tell you how many times as a DM that i've explained that someone has cover or that something is in darkness only to have a player smugly say they aren't affected. from my perspective as the constructor and operator of the game world, this is just limiting my ability to accurately use the game to model the scenarios i come up with for the adventure.
i'd rather them not add in little loophole cookies for players to buy so they can feel tricksy.
... only to have a player smugly say they aren't affected..
The role of the DM is to arbitrate. Taking the abilities of a PC into consideration is a way of introducing bias. So it is a better game for players if you allow their feats to work when they work, and not become personally invested. The worst thing a DM can do is to introduce an element into the game based on what the PCs can do, thus forcing the player's to take the meta-game into account.The role of the DM is to create situations where the players can shine. Giving a PC a chance to use the feat they spent limited resources on is a good way of doing that. So it is a better game for players to tell you that their feat is helping them out, not a worse one. The worst thing a DM can do is to remove that element from the game, making the player's choice of play style worthless.
I mostly agree, but I do feel there is a balance to be struck: Give the players plenty of chances to use their cool abilities, but now and then throw them situations where those abilities don't work, to keep them on their toes.The role of the DM is to create situations where the players can shine. Giving a PC a chance to use the feat they spent limited resources on is a good way of doing that. So it is a better game for players to tell you that their feat is helping them out, not a worse one. The worst thing a DM can do is to remove that element from the game, making the player's choice of play style worthless.
If the PC can attack with Ranged attacks in melee, send them melee monsters. If they can see in the dark, have some dark encounters, if they can speak Goblin, make sure they can overhear the goblin's plans. Immune to fire, send them fire wizards and have them be pissed and upset that their magic does not work.
Sorry but then this is not the game for you. D&D has always been about finding ways around restrictions.
The most blatant example?
Magic.
To get around obnoxious limitations set by reality.
[MENTION=6775031]Saelorn[/MENTION] has it right.