Celebrim
Legend
In 1e terms, as I picture them, feats are for creating subclasses. As 2e same along, the space that had formerly been occupied by the subclass was increasingly occupied by the Non-weapon proficiency and the 'kit class'. In 3e terms it was the feat. Instead of creating a 'thief acrobat', you would make your character an acrobat via a feat (and skill selection). At least, that seemed to be the original idea until feats started competing with PrCs.
The feat lets you depart from the usual expectations of your class by making you particularly skillful in some aspect of that class's portofolio or else expanding your bag of tricks to include something out of the ordinary.
Personally, I love feats and hate PrC's. I'm even hestitant on class powers. I see a class power and almost always I wish it were a feat instead. I probably won't play a game with PrC's or other sorts of 'advanced classes'. But I love feats. Without feats, you have either the problem of 1e (you can't be anything unless there is a class for it) or of 3e (there are 600+ classes). Having 600 feats is far preferable to 600 classes.
One of the problems here is people seem to be suggesting "grants numerical bonus" is something different than "grants a class ability". If you have a feat like, "Double your bonus when making a jump", this is a 'numerical bonus'. But it is also creates something unique enough to be a class ability. While it is less dramatic, a feat like "+5 on X checks" is just as much of a class ability. It just has been very efficiently described by leveraging text elsewhere. What that ability means is described where some other mechanic or skill is described.
What feats should not be is a spell. If the feat is, "X times per day, you may..." and you feel this is a good thing and you want a lot of them, then your effected classes should be rewritten to have lists of known spells and spell slots. Fighters should get 'Sword Magic' or whatever, and then you can just get rid of feats entirely. Problem solved, or at least, one problem solved in that a feat like 'Spell Focus' obviously is there to support being 'a necromancer' rather than simply 'a wizard with a lot of necromantic spells' by giving the player mechanical reasons for constraining spell selection instead of just hoping players will do this on their own rather than optimizing by choosing only the best and most useful spells.
I love feats. I agree that a great many badly written or thought out feats were created in 3e and that such a critical mechanic needed to be treated more thoughtfully. But a feat is just such a wonderful tool. It's really easy to go, "Oh, hmmm, that's a really novel concept. There isn't a lot of mechanical support for it, but you know, play an X and I bet I can create 3-6 feats that suit your needs."
The feat lets you depart from the usual expectations of your class by making you particularly skillful in some aspect of that class's portofolio or else expanding your bag of tricks to include something out of the ordinary.
Personally, I love feats and hate PrC's. I'm even hestitant on class powers. I see a class power and almost always I wish it were a feat instead. I probably won't play a game with PrC's or other sorts of 'advanced classes'. But I love feats. Without feats, you have either the problem of 1e (you can't be anything unless there is a class for it) or of 3e (there are 600+ classes). Having 600 feats is far preferable to 600 classes.
One of the problems here is people seem to be suggesting "grants numerical bonus" is something different than "grants a class ability". If you have a feat like, "Double your bonus when making a jump", this is a 'numerical bonus'. But it is also creates something unique enough to be a class ability. While it is less dramatic, a feat like "+5 on X checks" is just as much of a class ability. It just has been very efficiently described by leveraging text elsewhere. What that ability means is described where some other mechanic or skill is described.
What feats should not be is a spell. If the feat is, "X times per day, you may..." and you feel this is a good thing and you want a lot of them, then your effected classes should be rewritten to have lists of known spells and spell slots. Fighters should get 'Sword Magic' or whatever, and then you can just get rid of feats entirely. Problem solved, or at least, one problem solved in that a feat like 'Spell Focus' obviously is there to support being 'a necromancer' rather than simply 'a wizard with a lot of necromantic spells' by giving the player mechanical reasons for constraining spell selection instead of just hoping players will do this on their own rather than optimizing by choosing only the best and most useful spells.
I love feats. I agree that a great many badly written or thought out feats were created in 3e and that such a critical mechanic needed to be treated more thoughtfully. But a feat is just such a wonderful tool. It's really easy to go, "Oh, hmmm, that's a really novel concept. There isn't a lot of mechanical support for it, but you know, play an X and I bet I can create 3-6 feats that suit your needs."
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