Do you want variety or bonuses in your feats?

Should feats only contain options or should they also include mathematical bonuses?


But here's the thing... you might not be talking about any specific elements, but *I* was. If you go back and check, I didn't make any real conversation here until Kzach posted that he would take every numerically advantageous feat regardless of which ones were available... and I then said maybe his problems aren't with the game itself, but his own attitude towards it. And at which time, *you* chimed in commenting you didn't like how I was pointing out what I perceived to be a flaw in his thinking.

Exact that his comment was in the context of this discussion.

He feels that the current offering of feats - both numerically potent combat feats and other more flavorful feats - presents players with a problematic choice between the two. He, himself, gives as example his own difficulty - if presented with effective combat feats, he will take them, rather than feeling like he is intentionally crippling his own character.

At this point, you suggest that the problem is not the system, but his own personal failings and or style of play. You go on to also suggest - or rather, insist - that the specific issue of Expertise (which is only a small part of the overall discussion, even Kzach's own post) will not be fixed during the lifespan of 4E, and so the entire discussion is not even worth having.

Look, I do get that you feel his focus on optimization vs non-optimization is part of the problem, and that if players could just get past that mindset, they wouldn't feel these issues are problematic.

But the fault still lies, ultimately, with the system that presents this dilemma. You can't expect every player to get into some sort of zen mindstate, or every DM to be an expert analyst able to adjust the game to perfectly fit their group. Kzach isn't at fault for wanting to play an effective character while also playing a flavorful one, nor is he at fault for feeling that the current system makes it difficult to do so.

Nor, ultimately, is the discussion not worth having regardless of whether WotC will or will not errata Expertise. Whether in the context of home games, 5th Edition, or simply helping inform others about the game, it is a reasonable discussion to have and a reasonable one for Kzach to take part in.

And, honestly? Errata could happen. Again, I don't think it likely - but they've shown a willingness to make updates that they think they improve the game. Some large, some small. I don't think an abrupt shift away from the Expertise paradigm is likely, but I also don't think it is anything close to impossible, either.
 

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And, honestly? Errata could happen. Again, I don't think it likely - but they've shown a willingness to make updates that they think they improve the game. Some large, some small. I don't think an abrupt shift away from the Expertise paradigm is likely, but I also don't think it is anything close to impossible, either.

And if that's what you honestly think could happen despite all evidence to the contrary... then there's nothing I can do here but shrug my shoulders and walk away.
 

Glad you asked! In my case, I banned expertise feats and am using inherent item bonuses and making a few other house rules as well! With the aim of preventing players from only having one weapon they are good at, and not bothering with anything else, as well as helping to minimize the potential 'gap' that was discussed before.

But, again, it sure would be nice if that burden wasn't on me.

The thing is, the system was always designed to make weapon type matter in more than simple damage stats. Weapon specialization is kinda what the Fighter class is all about from a fundamental level.

You keep putting things into such extremes. I've said, repeatedly, that no game is perfect - the DM will always have some need to oversee and adjust things. That doesn't change the fact that the less they have to do so, the more they can focus on, say, story and entertainment and fun.

I do agree, but we're not looking at a major investment of attention. 'Okay, you have these feats, okay you have those feats, in the future, could you please look at some feats for performance so I can balance encounters easier? And can you hold back on performance feats? Thank you.'

As a DM, coming up with house rules to balance the party and prevent various undesired outcomes (like fancy new magic hammers getting discarded as trash) is not the fun part of the game. It's homework, aimed at getting the game to run in a fashion I think everyone will enjoy.

It's not a LOT of homework.

I'm willing to do it - but that doesn't mean I wouldn't rather the system handled such things on its own. And 4E does, in many ways! It has made many advancements and addressed many problems. This is simply one that I feel has developed, and would be nice for it to be addressed as well.

I can see that point of view. But I think it's a fallacy to think that the proposed solution will do that. It's going to make the game -less- fun for some players, and it's going to make things easier in the long term.

As far as the talk of players, that's a tricky issue. It generally isn't fun for a player to be told, "Hey, you should intentionally cripple yourself for the good of the group". They can do so, sure. But the problem remains with the system that demands such a concession, not the player who is frustrated by it.

It's not the system demanding the concession. The concession exists in every roleplaying game. Players should, ideally, strive to cooperate in the making of characters. The 'One player has all the powerful stuff and it's making encounter balance crazy' problem has been a problem and question posed since 1st edition D&D. The solution has always been to tone things down and keep things balanced.

4th Edition probably has the least power disparity between the haves and have-nots in the entire history of D&D. Why is it such a huge problem all of a sudden now that the solution is so simple to implement?

The solution used to be 'Throw all the wights, vampires, and rust monsters at the minmaxer.' We no longer live in times where that is warranted or necessary.

If half the party are super-optimized, and half are not, who is at fault? The optimizers? The other players? The DM?

All of the above. It's a team-sport.

Or the system that allowed that scenario to occur?

The problem is always going to exist. I cannot blame 4ed for creating the problem when it's the system that has that problem less than any other edition of the game. It's NOT as big a problem as people make it out to be.

How do you solve the problem in 3d edition? How do you do it in 2nd? How do you do it in Vampire: The Masquerade?

When the problem can be solved in every game ever by the application of a DM intervening to ensure the players are appropriate to the campaign and each other... and this solution can be applied universally across the board... why tamper with a system that works fine and has less of disparity than most systems before it?

You keep putting things in extremes - that this is the only argument being offered, and since you find it incorrect, everything else in the discussion can be easily dismissed.

Well no one seems to have acknoledged the 'Problem is not inherent to the system' part of my posts, because the problem is not inherent to the game mechanics.

I agree that you don't need certain feats to be effective. But by higher levels, if the DM is balancing the game towards characters with Expertise and Superior defense feats, a character without those will be at significant disadvantages.

And if the absence of two feats is causing such a major disparity, then the solution of suggesting they take those two feats out of the 18 they get is not exactly an onerous solution is it?

Again, it comes down to the gap. At launch, honestly, the feats were relatively balanced. You couldn't jump ahead of other characters by leaps and bounds. You could still optimized, but being optimized didn't put you out of another character's league.

Over the course of the edition, power creep developed. The Expertise feats were really what emphasized it, and whatever you might feel about them, you cannot deny that they are game mechanically unbalanced with other feats. They are simply more mechanically potent, by a significant degree, than even other useful combat feats.

But are they a problem? Many feats are better than other feats, but that's not a sign that they are a problem.

The current discussion - over what sort of feats to have, or over the potential to have multiple categories of feats, or whatever other solutions are proposed - is looking at ways both that might fix the problem for DMs in the current environment, or could prevent such issues in future environments. You can't deny that the potency of feats has changed over the course of the edition and that the 'gap' between optimized and non-optimized has widened.

And you cannot deny that the widening of the gap is as signifigant as the width of gap between optimized and non-optimized in most other rpgs. I bring to you, Pun-Pun.

You might not feel it is a problem, sure, or that a good DM can address it anyway. But you can't deny that the change has happened.

I am simply stating that if there is a problem, it's solution is found within the system already.

I don't think you get to declare that. You can say it isn't a problem in your game, sure, or in your experiences. But simply blanket declaring that those who have run into the problem are somehow wrong? Sorry, but I don't think you have the authority to dismiss them like that.

Given the hyperbole of many adherents of the 'feat system sucks' crowd, literally claiming that you need to be top of the line to be effective... yes, I think it is fair to say they are overstating the problem. Particularly with the perspective that in most other rpgs, the problem is considerably worse. Is that the fault of the system, or the fault of groups that allow the problem to fester without taking steps to work together and fix it?

You seem to have this odd impression of the folks in the thread. That they are out to convert folks to a cause or trying to convince people of a problem that you don't think exists. That's not what is going on. They are discussing a problem that they have encountered, and discussing ways to address it. It's you who keeps coming in here and insisting that they are incorrect about it being a problem, and that if it is a problem, its due to their own failings.

Which, again... unhelpful. Not especially constructive. Etc.

I've suggested a solution that works, that doesn't involve throwing the baby out with the bathwater. I've suggested people exercise perspective, and look at the greater picture.

The problem ISN'T as bad as people claim. If it were, heaven forbid they should get into a Vampire the Masquerade game, or any other system where mathematical disparity is possible.

I keep repeating myself here, and you keep not acknowledging it. I get that you can handle this. But insisting that an issue shouldn't be addressed, simply because a DM can fix it, doesn't satisfy me. Especially because a "fundamental rewrite of the system" is only one of the possible topics on the table!

I am stating that the issue CAN be addressed and efficiently through party-cohesion and minimal DM overview. Which is as good as you're ever going to get in any game system. Changing feat distribution isn't going to negate the problem, it's only going to delay it a bit until more power-creep changes the next problem to utility powers or themes or whatever.

I am not suggesting NOT addressing the problem, I'm suggesting examining if it's a problem in a specific group, and IF it is, working together to solve it as a party, rather than change the system itself as a bandaid hoping that will solve things when it doesn't because the problem isn't relegated to feats, or even fourth edition D&D, but rather that min-maxers always find ways to push the envelope and DMs who have groups with min-maxers and non-min-maxers are always going to have that problem.

The problem isn't the system, it's min-maxers with non-min-maxers. Changing the system that has the -least- disparity of all D&D editions isn't going to solve the fundamental issue. DM intervention can and will and always has.

Look, you mention that they have come farther than in other editions or other games. But by your logic, they should never have done so. By your logic, you should be playing those other games, and just using "a little party teamwork" and "a helpful DM" to handle any disparities.

I have played those other games. That's how I know it works.

Did you enjoy doing so, in the past? Given that you aren't playing those games or editions - or so I assume - you must feel that 4E addressing the issue was a good thing.

By your logic, anything that reduces disparity must improve the game system. Therefore the ultimate gamesystem is one without any options for characters to take, because minmaxers attain their disparity by taking options.

The argument is equally absurd in either direction.

So why do you feel that continuing to work on the problem, continuing to even discuss it, is somehow problematic?

I don't feel discussing it is problematic. I feel overstating it is problematic. I feel declaring characters who don't go bleeding edge as 'ineffective' is problematic, dare I say, symptomatic of the problem.

It's not the system, it's the existance of minmaxers and nonminmaxers in that system. So long as there are choices to make, minmaxers WILL exploit them. It's what they do. And you can keep trying to hack and cut and change and chop the system. And you'll still have exploiters exploiting.

DM responsibility and Party-comprimise are the ONLY solutions that work.
 

Again, as a general point, absolutely. You are correct.

Actually I wasn't making a general point. I was responding to your comment that it was (essentially) patently impossible.

But in the case of fixing the 4E math and removing the feat taxes... the two right now are synonymous. And its my opinion that a person is just not look at the whole situation, game, and WotC as a company objectively if they don't believe it is. And I'd love to see what their reasons are for believing it will happen.

And, actually, they are not necessarily synonymous, as I pointed out in my comment regarding Rod Expertise from Essentials. If things continue, in this vein, then eventually there will be a feat for everyone, that includes Expertise, because the additional benefits are so attractive. In other words you don't get to ignore the feat taxes, but you get to choose whether "You want fries with that?"

To me that's a cowardly way to deal with the math fix, but I can't debate its effectiveness.
 

By your logic, anything that reduces disparity must improve the game system. Therefore the ultimate gamesystem is one without any options for characters to take, because minmaxers attain their disparity by taking options.

The argument is equally absurd in either direction.

That is not his logic, or anyone else's here. That is your strawman of the position. Being a strawman, of course it is absurb.

Why is it so threatening that people discuss ways around the margins to move the needle a bit left or right, well away from either extreme? Why is it that anyone even attempting to discuss it is immediately lumped into part of the extreme position? Why is it so important that a couple of people have felt it necessary to attempt to derail multiple conversations, by talking about this strawman instead of what the OP wants to talk about? Would it be possible to word an OP such that those of us who want to talk about it could do so in peace, without the derailing?
 
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Ah jeez. Apologies in advance to everyone for the piles and piles of text here. I know that endless quote wars and running in circles around the same point is rarely fun to anyone else, but I feel like DracoSuave had some genuine points I did really want to respond to. Most answers sblocked out to try and mitigate endless scrolling for everyone not interested in this little sidequest.

The thing is, the system was always designed to make weapon type matter in more than simple damage stats. Weapon specialization is kinda what the Fighter class is all about from a fundamental level.

[sblock]Oh, absolutely! This is definitely something I've wrestled with myself - I like that a fighter focused in axes can feel different from one focused on hammers. How can I reconcile this with wanting PCs to not be so invested in a single weapon that new magic items are boring or suboptimal, and to disdain trying out other weapons or improvised ones? I'm not sure of the answer.

It ties a bit back into some of these feat threads. Folks suggest that benefits provided can expand options rather than just give sheer numbers. I like this idea - or, even better, building some of this into weapons themselves and letting further options enhance it. We get this a bit with different proficiencies, high crit, etc, but that again all comes back to raw numbers.

If a fighter gives up +3 to hit and +3 to damage by switching from hammers to axes, he'll never have a reason to try out an axe - even an awesome one. But if he gives up the ability to slide enemies farther and knock them down... it is significant, but not nearly as clear cut a choice. He can still be competent with an axe. A fancy magic axe might even give a good reason to switch, or he might find himself in a situation where using an axe is more useful than his normal skill with hammers.

Now, I also don't want to return to the 'gold bag of weapons' for every circumstance, of course. Like I said - a tricky situation. But I feel that the focus on raw numbers tying into specialization was a mistake. You just give up too much when you fall too far behind on hitting.

Again, I think the PHB itself was close to a good balance. A weapon-specialized fighter might have weapon focus, and various powers that gained extra benefits from their weapon. Their weapon choice mattered. But switching to another weapon wasn't crippling. Once you bring expertise into the equation - or even simply the dozens of other feats they might now also have, all focused on that one weapon - the equation is suddenly much different. [/sblock]
I do agree, but we're not looking at a major investment of attention. 'Okay, you have these feats, okay you have those feats, in the future, could you please look at some feats for performance so I can balance encounters easier? And can you hold back on performance feats? Thank you.'

[sblock]Again, that sort of meddling with character builds rarely is fun for anyone involved. And... it isn't always that easy. By the time my game got to Epic, I tried to get characters on the same page - via advice about options to take, as well as custom items to certain characters to help bring them more in line with the rest. But it was hard, and even working at it, never quite worked right. And you could see some players getting discouraged when they felt so inferior to other PCs.

Some games it can work for, but I don't think it is always that trivial - and given where 4E started, and where it is now, I think it is something that could have been avoided, or at least mitigated, by different choices in terms of design. [/sblock]
I can see that point of view. But I think it's a fallacy to think that the proposed solution will do that. It's going to make the game -less- fun for some players, and it's going to make things easier in the long term.

[sblock]Ah, but isn't that the sort of discussion we should be having?

Again, I'm not sure there has been one single proposed solution. But lets look at some of the ones we have had - divvying up feats into combat vs non-combat fields, for example. How would such a design negatively impact some players? What are weaknesses or abuses of that system, and what are ways we can get around that?

I haven't seen much actual discussion on such topics, but instead just a claim that it won't work, or isn't worth it. And I suppose one can certainly feel that way - but, at least for me, I think a possible solution certainly can be found, and having one would be a benefit to the system in the long run. [/sblock]
It's not the system demanding the concession. The concession exists in every roleplaying game. Players should, ideally, strive to cooperate in the making of characters. The 'One player has all the powerful stuff and it's making encounter balance crazy' problem has been a problem and question posed since 1st edition D&D. The solution has always been to tone things down and keep things balanced.

4th Edition probably has the least power disparity between the haves and have-nots in the entire history of D&D. Why is it such a huge problem all of a sudden now that the solution is so simple to implement?

[sblock]Again - part of this discussion (at least in my mind) has been the change in 4E from launch to the current environment. We've gotten much closer to a broken power disparity in terms of optimization. Is that inevitable as more options become available? Or could a tighter system keep the gap from widening? I certainly think it is possible.

And I think a solution that involves asking characters to intentionally cripple their effectiveness... will never be an ideal one. Again, the system itself can't ever be perfect, either, but it could be better than it is now. I'm not advocating for all choice to be removed, or for a system that prevents any disparity between characters. But it is entirely possible to have one that allows for optimization to a level where one character can be more effective than another, but do so without completely overshadowing them. And to do so while allowing for a diverse array of choices, and give characters the option to focus on flavor, effectiveness, or both, and provide an environment that can challenge that entire spectrum while all the characters feel capable of being involved in the game. [/sblock]
Me said:
If half the party are super-optimized, and half are not, who is at fault? The optimizers? The other players? The DM?
All of the above. It's a team-sport.

[sblock]That... might be what D&D is to you. For me, it's a game. One where I have fun with my friends. Again - homework, sport, competition, these elements and ideas that if a group is having a problem, it is because they aren't playing it right or working hard enough to overcome the problem... no thank you.

If I'm misinterpreting what you are trying to say about it being a team-sport here, my apologies. I do get the idea that cooperation is good and everyone should be concerned about how to make it best for everyone else. But it is neither easy nor quick to pinpoint exactly what such problems are or how to do it, and the solutions can often offer as much frustrations as the problem itself.

I agree that all of those involved could make choices that allow this problem to be bypassed or mitigated. But that isn't the same thing as them being to blame for it becoming a problem. That blame remains with the fault of the system itself.[/sblock]
The problem is always going to exist. I cannot blame 4ed for creating the problem when it's the system that has that problem less than any other edition of the game. It's NOT as big a problem as people make it out to be.

[sblock]Like I said, I feel it is an improvement. I don't feel that means we should have to settle for nothing better, if we see ways it could be improved further. [/sblock]
When the problem can be solved in every game ever by the application of a DM intervening to ensure the players are appropriate to the campaign and each other... and this solution can be applied universally across the board... why tamper with a system that works fine and has less of disparity than most systems before it?

[sblock]Because that is neither an easy solution nor a universal one, and I can pinpoint many of the elements that cause the growth of that disparity, and can imagine potential solutions to address the issue in the future.

This feels like a trick question. "Why bother trying to make this game better? Isn't it good enough? So what if it has problems - the DM can just fix those? What's the point of a game that solves the DM's problems for him?"

Just to be clear, I accept none of these as valid reasons to accept a problem:
-We had worse problems previously.
-Other games still have this problem.
-A DM can come up with a way to fix the problem.
-Better players wouldn't have this problem.

The one valid reason I see in your argument - fear of 'tampering' - I can understand. You are concerned that changes will make things worse; fair enough. But that's a reason to try and participate and figure out how to avoid such a thing, not a reason to insist no one should bother with it at all.[/sblock]
Well no one seems to have acknoledged the 'Problem is not inherent to the system' part of my posts, because the problem is not inherent to the game mechanics.

[sblock]Of course it is! Yes, there are other universal elements at play - any system that offers choice and a diversity of character options will result in a disparity. But the degree of that disparity currently available in 4E is firmly rooted in the mechanics themselves as well as specific feats and options present in the game.

And those elements, largely, are what folks are looking to address.[/sblock]
And if the absence of two feats is causing such a major disparity, then the solution of suggesting they take those two feats out of the 18 they get is not exactly an onerous solution is it?

[sblock]At level 30, maybe not, though it still feels problematic. Especially the more feats you add that join that list. If you now need Expertise and the Superior Defenses to keep up, you're 4 feats in the whole. 2 or 4, being forced (or, sorry, 'suggested') to take them still points to a flaw in the game.

Not to mention that, at level 11, 2 or 4 feats out of 6 is a much bigger cost. [/sblock]
But are they a problem? Many feats are better than other feats, but that's not a sign that they are a problem.

[sblock]Sure it is. The entire point of having multiple choices to make is that those choices help define your character. Each one should be on the same relative level of power, even if in different areas. It won't always be perfect, but aiming for that balance is certainly the mark of a good system.

Vs, "Hey, this feat gives me +1 to hit some of the time. And this one gives +3 to hit all the time, and reach with my attacks, and my ranged and area attacks don't provoke. Why am I making a choice, again?"

If some feats are universally better than others... then, yes, that's a problem. There might be a reason for it - WotC believes there is, with Expertise - but that still points to a fundamental flaw in the system. [/sblock]
I am simply stating that if there is a problem, it's solution is found within the system already.

[sblock]And we've explained that the proposed solution - DM fix things - isn't a great one for everyone, doesn't always work, and is much less preferrable than one that fundamentally fixes the problem itself. [/sblock]
Given the hyperbole of many adherents of the 'feat system sucks' crowd, literally claiming that you need to be top of the line to be effective... yes, I think it is fair to say they are overstating the problem. Particularly with the perspective that in most other rpgs, the problem is considerably worse. Is that the fault of the system, or the fault of groups that allow the problem to fester without taking steps to work together and fix it?

[sblock]Again, I really dislike this logic. "The problem is worse elsewhere." "The problem is that the group wasn't good enough to make the system work."

You shouldn't have to make the system work! You shouldn't have to come together and fix the game you are playing. You should be able to get together and just play it.

I know that no system is perfect, particularly when catering to thousands of gamers with different tastes and approaches to the game. I know that what we have now is indeed an improvement in this area compared to other games and editions.

That doesn't mean, though, that if we see an area that could be further improved, we should for some reason avoid even considering the possibility of that improvement.

You keep mentioning the lack of need for this endeavor, and warn of throwing the baby out with the bathwater. Have you provided any real examples of what it is you fear? How any of these proposed changes will break the system? [/sblock]
I am stating that the issue CAN be addressed and efficiently through party-cohesion and minimal DM overview. Which is as good as you're ever going to get in any game system. Changing feat distribution isn't going to negate the problem, it's only going to delay it a bit until more power-creep changes the next problem to utility powers or themes or whatever.

[sblock]If that is your perspective, fair enough. It isn't mine. I neither think that your proposed solution is as easy, efficient and minimal as suggested, nor that the current environment is "the best we're going to get."

Look, when 4E first hit, it looked like it would take a very limited approach to how far the gap could widen between characters. It looked like we would have a very discrete set of bonuses - item, feat, power - and that bonuses to attack and defense would be few and far between. We had only a few of them in the PHB and they were very conditional: +1 to hit with combat advantage, +2 to hit with OAs.

Then we had a great many power books in pretty rapid succession, and started seeing many more untyped bonuses and bonuses from other sources, and larger and larger bonuses, and eventually the big offenders in PHB2.

That situation was not inevitable. I think different design approaches could have avoided it. That's largely what I'm arguing for here. I think it is entirely possible to have introduced variety and options into the game while still keeping a careful eye on how far that disparity gap grows. Power creep is, yes inevitable, but it can be limited and it can be managed. And I think some of the proposed solutions on hand could do just that. [/sblock]
I am not suggesting NOT addressing the problem, I'm suggesting examining if it's a problem in a specific group, and IF it is, working together to solve it as a party, rather than change the system itself as a bandaid hoping that will solve things when it doesn't because the problem isn't relegated to feats, or even fourth edition D&D, but rather that min-maxers always find ways to push the envelope and DMs who have groups with min-maxers and non-min-maxers are always going to have that problem.

[sblock]And I'm saying that, at launch, 4E did a good job of making it perfectly feasible to having min-maxers alongside non-min-maxers and have everyone feel effective and challenged within the same party. It has lost a lot of that, even if it is still better than some other systems.

Adjustments to the system and game design absolutely could have mitigated this, and would have been a far better solution than relying on DM intervention to fix things.

The problem isn't the system, it's min-maxers with non-min-maxers. Changing the system that has the -least- disparity of all D&D editions isn't going to solve the fundamental issue. DM intervention can and will and always has.[/sblock]
By your logic, anything that reduces disparity must improve the game system. Therefore the ultimate gamesystem is one without any options for characters to take, because minmaxers attain their disparity by taking options.

I think I've been pretty clear that this isn't what I'm asking for. That I think there is a level where one can allow a variety of choices and different levels of optimization without allow that disparity to cause party members to operate in entirely different spheres of power. It comes down, again, to the idea of the gap - how wide should the spectrum be, between optimized and non-optimized. In D&D, that's pretty reliant on the core mechanic - the d20. If a character is +5 compared to another, they are still in the same ballpack. If a character is +15 compared to another, however... they aren't.

Aiming for that tighter spread is what I'm arguing for. And the reason I'm asking about past editions and whether you think we should have stopped there is because you seem very focused that "this is it - this is the best we can get". And I'm not convinced of that, in large part because we can directly point to elements that allow that gap to expand farther than desired, and to me that feels like a reason to want to fix them.

I don't feel discussing it is problematic. I feel overstating it is problematic. I feel declaring characters who don't go bleeding edge as 'ineffective' is problematic, dare I say, symptomatic of the problem.

If that is really all your concern is, I think just saying, "Hey, maybe you shouldn't be so absolutist and extreme in your declarations" would have been a lot more effective than "Hey, I think the problem is actually with you."
 

Could feats be better? Certainly. I'm not familiar with most feat issues, but feat taxes are easy enough to fix.

Back near the start of 4e, when I realized there was a problem and what was causing it, I thought to myself:

"I can ignore the problem, and expect my players to compensate by optimizing, or expect them to enjoy the grind,"

"...I can compensate by adding ten minutes of extra prep time every week to fine tune my encounters," (cover, random temple of doom penalties, Diablo shrine bonuses, bad monster tactics, etc.)

"...or I can spend ten minutes right now to fix the problem for good."

Now, I don't want my players to feel like they need to optimize, and I don't have so much free time that I want to spend more time prepping encounters. So all it takes is a bit of common sense to make the last decision.

Tinkering beyond the obvious feat taxes is something I'm not particularly interested in, but certainly doable for anyone with the time and patience.

And if that's what you honestly think could happen despite all evidence to the contrary... then there's nothing I can do here but shrug my shoulders and walk away.
A wise decision, my friend. Honestly, I'm baffled that you've put as much time into this thread as you have. It doesn't look to be any more fun than hanging out at a 7-11 telling the weekly lotto players "IT'S NEVER GOING TO HAPPEN!"

But we all need our hobbies, I suppose.
 

Ok, let me try practicing what I preach and working on some actually constructive discussion.

Kzach's suggestion at the start of this thread is that feats should never contain attack or damage bonuses. A variety of other proposals have come forward, varying from allowing bonuses but keeping them small, to splitting up combat feats from non-combat feats so that players don't need to choose between them.

First off, I think we need to consider what it is we actually want to see fixed. For myself, I think there are two competing elements at play, and they keep getting merged together when they are really seperate topics at heart:

1) The desire to not have to choose between mechanically potent combat feats, and flavorful feats that enhance a concept.

2) The desire to limit the potential disparity between an optimized character and a non-optimized character.

Mathematical Bonuses vs Character Options

Let's address topic number 1, which is really where the OP is aiming at. The first question is where to draw the line between powerful combat feats vs interesting concept feats. After all, if you concept is an hammer-wielding berserker, doesn't a feat that boosts your hammer skill help your concept?

Solution One: No Number Bonuses
Kzach draws the line at, basically, raw numbers. Feats that just give flat bonuses to attack, damage, etc - those are the targets. So, by this logic - a feat that boosts hammer skill in a more interesting way, such as by making pushes more effective or giving the ability to knock enemies prone - could still have a place, while a feat that gives +2 to attack and damage with hammers would need to go away.

Pros: Allows specialization and a diverse array of character types, without mathematical bonuses making any feats 'must-have'.
Cons: Those who like raw numbers may be disappointed. More relevant, though, is that it may be harder to design feats that remain distinct - without dealing with raw numerical bonuses, the number of directions available for design is much more limited.

Solution Two: Two Categories
The other option is to instead delineate two categories of feats, which a few folks have suggested. One category is raw numerical bonuses, the other is flavorful options. This way, you can have both types, and characters get to be both good at combat and at other areas. This seems to mesh with other aspects of 4Es approach - making sure ever class is good at both combat and some skills, offering both attack and utility powers to every class, etc.

Pros: No one loses out on the options they want; every gets both numbers and flavor.
Cons: More complexity in char-gen with another category of resources to consider. Some folks may feel that no options from a category are appropriate - they only want combat (or non-combat) feats, and so having to take both is jarring. And keeping the two categories truly seperate is hard - there are many feats that blur the line between the two. Start allowing potential combat numbers into the other category, and the system breaks down.

I'm almost wondering if a solution might be to try and tie this in with the sort of abilities we see in themes. Bonuses to skills, unique abilities, etc. Indeed, that would address another problem, in a way - right now, the ways to get bonuses to skills have gotten a little excessive. You can both have Skill Focus and gain a bonus from your background and gain a bonus from your theme. In addition to training itself - and, potentially, bonuses from Paragon Paths and Epic Destinies. And, these days, skill powers as well. Do we really 4-7 different ways to represent being really awesome at remembering historical stuff?

Hmm. This started out a bit focused, and now I'm rambling a bit.

Going back to solution one, I like the idea of it, but I'm not sure if we need to completely kill numerical bonuses entirely. Maybe just restrict them - make sure you don't have any bonuses to hit that are two huge. And/or make sure they don't stack. Nimble Blades gives a bonus to hit with CA. Reckless Charge gives a bonus to hit when charging. If they stack, it encourages you to build one trick and do it over and over again. But if they don't, it means you can still take both, and reap the benefits in different situations - but can't pile all your feats into one big benefit.

Overall, I think we just need better guidelines on what numerical bonuses to make available. Maybe a strict delineation of how much influence a single feat can have - or what areas are open, and what are off limits. Bonuses to damage are a lot less problematic than bonus to attacks or defenses.

And, of course, conditional bonuses are less of a problem than bonuses that are always on. Though this is one area where I think WotC occasionally misjudges. Sure, a bonus when you have combat advantage or charge is conditional - but a condition the player can set up themselves. Whereas something like Opportunity Attacks relies on choices the opponent will make.

I think that is where a lot of the feat clutter in 4E shows up - stuff that is so corner-case and conditional it almost never comes up. Especially when weighed against conditions players have control over - bonuses when wielding an axe might be a situational thing, but if the player chooses to always use an axe, that situational thing kicks in 100% of the time.

So that would be my number one fix: Much stricter formulas/guidelines on what benefits (and how much of a benefit) feats can provide.

I also really like the idea of breadth not depth - having feats that expand one's options rather than make someone really, really good at just one thing. And this is where I feel like there is a bit of a crossover with themes and skill powers.

Early in 4E, they really, really avoided feats that gave you powers. They just didn't want that sort of direct boost. They had ones that let you gain more power options, such as Channel Divinities or swapping via multiclass. But no direct power gain, for the most part.

That has changed, since then. Sometimes via bloodlines or psuedo-multiclass themes, and other times simply from all sorts of feats. Largely because they realized that a feat that says, "Once per encounter, regain an encounter attack power on a critical hit" is no different from an encounter power that says: "Free Action. Trigger: You score a critical hit. Effect: Regain an encounter attack power."

I do like embracing that sort of thing, as themes are doing, and skill powers did before them. But at the same time, I think this risks overwhelming the player with options. We've got 16th level PCs in a game I'm in (which started mid-paragon), and they have to sort through 5 pages of power cards to figure out what options they have - it get complicated!

So that's where I'm somewhat stymied. I like the idea of more versatile feat benefits that give these sorts of interesting effects, but I don't want to dive even further into a character being overwhelmed by how many 'powers' they have. Maybe the answer is just better formatting for powers and feats... I dunno.

Anyway, another long and endless ramble, but hopefully a more productive one...
 


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