Might I suggested that the feat is actually a trap option? The damage from the feat is not necessary for facing level appropriate challenges ...therefore is overkill.
That's an interesting spin on It! CapnZapp & his crew seem to be caught in it, and thus find the game 'too soft.'
Two "cherry-picked" examples, more like. And that's unfortunate, for the honesty of the conversation, IMO.
Two broad examples of what I was talking about - actions that head off any problem with the issue, rather than just whinge about it. Or deny it exists. Complaining that something's a problem & or denying that it is are opinions, sure, which we can share all day without accomplishing anything. Then there's actions that individual DMs can take to make the game their own. As simple as not opting into a sub-system you find an issue with, as routine as tailoring encounters to your players & campaign, or as complex as re-designing bits (or whole swaths) of the system.
At least, Xeviat was trying to do something - or talk about doing something - in the OP.
You definitely tried to paint a particular picture, suited to your opinion. Rather than a fair one.
I think my most relevant opinion to that bit of the thread would be: "If you don't like it, don't use it."
Or, in other words, "entirely redesign your encounters".
It simply is not a suggestion I find serious. It's like saying there's nothing wrong with the all-terrain capabilities of a brand new sports car, just replace the wheels and the chassi of the car!
Maybe it is a bit like that, except it's supposed to be a kit car in the first place.
But, to
entirely re-design your encounters, you'd've had to have already designed all of them. I know DMing styles vary, but I don't expect it's typical to design every encounter you'll ever run, then re-design all of them when you notice the game is 'softer' than you expected. You have to design encounters, anyway, and it's not like the existing guidelines are a huge help in the first place. Doesn't seem like an unreasonable approach, to design encounters to fit the play style & system mastery of your players and evoke the tone you want in your campaign, seems like business as usual, really.
We really must stop using "empowerment" to justify "it doesn't do what it said on the tin" with "sure it does, if you just do it all yourself".
What it says on the tin is "D&D" and 'the DM just does what he wants with it' is how D&D worked for the first 25 years. So, yeah, it does what it says on the tin.
So, not only will I keep using 'DM Empowerment,' I'll keep capitalizing it. ;P
If there was a single feat that "shored up" your weak saves, you're right - everyone would take that instead.
That would rise to the level of a 'feat tax' since 4-out-of-6 weak saves aren't a great design feature to begin with, IMHO.
What game would D&D be if you could kill its monsters on autopilot?
Gauntlet?
Barbarian GWM w/Greatax, Elf Archer w/SS...
... all you'd need is a wizard that just tosses single-target fireballs and an S&B style that grants damage reduction (OK, and a magic sword that flicks blades of light at range)...