I was re-reading "Good Feats" design article from dragon 371, and came across a few things:
Such as Weapon Expertise? Ah-uh.
And here is number three from their design philosophies:
For one, a character with Weapon Expertise has a bunch of +1's added to his attacks. Does that make the character feel different? More powerful, maybe, but different?
Secondly, if this feat is meant to be powerful, how is 80% of the party picking up this feat going to help characters feel different?
This feat certainly does fall into the categories of "easy to understand", "easy to use". I'm afraid it will also fall into the category of "no brainer".
And one last thing I noticed reading the article, is that there is a distinct lack of a mention for balance as a design philosophy or guideline. Maybe it just wasn't in the scope of the article, but I would think it should be part of a basic guideline.
Jeremy Crawford said:Many of the feats that ended up in the Player's Handbook are translations of feats in the previous edition, including Alertness, Far Shot, Skill Focus, and Toughness. Because of the amount of time we spent bringing these familiar names forward, I don't think we spent enough time exploring the new territory that feats offer in 4th Edition. Since finishing the Player's Handbook, we've thankfully been exploring that territory more, as shown in the feats in upcoming books, like Player's Handbook 2.
Such as Weapon Expertise? Ah-uh.
And here is number three from their design philosophies:
Andy Collins said:3) Does it create meaningful differences? While power selection would always remain the primary method of differentiating two characters of the same class, we wanted feats to carry some of that weight as well.
For one, a character with Weapon Expertise has a bunch of +1's added to his attacks. Does that make the character feel different? More powerful, maybe, but different?
Secondly, if this feat is meant to be powerful, how is 80% of the party picking up this feat going to help characters feel different?
This feat certainly does fall into the categories of "easy to understand", "easy to use". I'm afraid it will also fall into the category of "no brainer".
And one last thing I noticed reading the article, is that there is a distinct lack of a mention for balance as a design philosophy or guideline. Maybe it just wasn't in the scope of the article, but I would think it should be part of a basic guideline.