DracoSuave said:
But there isn't a way to get feats that are static bonuses for players who like status bonus feats without HAVING status bonus feats. It's not the feats themselves that are the problem.
Well, do they like futzing with mechanical bonuses, or do they specifically like futzing with mechanical bonuses in the mechanic of things called "feats"? We can satisfy the former desire in lots of places. The latter desire I think is far too narrow and specific, not to mention a little hung up on terminology. Who cares if it is called a "feat" or a "talent" or a "glockenspiel?" The idea is to stop having to choose between
Ritual Caster and
Weapon Proficiency on the one hand and
Weapon Expertise and
Improved Defenses on the other, since the effects are entirely divergent, not to mention largely obvious.
"Hmm...do I take a feat that might help me once in a while under the right conditions, or do I take a feat that always helps me constantly under almost any conditions?"
Your language betrays the mentality and logical fallacy. Characters do not need all those feats to be effective. There is no choice between 'effective' and 'interesting.' The choice is between 'power gaming' and 'interesting.' Between 'munchkin' and 'interesting.'
That shouldn't be a choice, either.
And it doesn't matter if a character does literally
need all those feats or just feels like they sort of do, or sees that they're a logically better choice. The effect winds up being the same: people feel pushed to take a "better" feat.
Hell, 3e bards were perfectly viable, too, and that didn't stop the perception that they weren't, true or not.
Feats don't need to force that choice.
If you can't call a spade a spade, then you're not in a position to truly solve the 'problem.' And the 'problem' is that power gamers want their cake and eat it too. And nothing more than that.
It's actually a lot more complex, in regards to player psychology during character creation, how we decide, the paradox of choice, and the problem of control. It involves a question of system mastery, group dynamics, feeling like you're "contributing," and the ever-increasing appeal of bigger numbers. If you put the choice of "+1 to everything" or "You can now use a hammer" in front of people, the nature of the choice funnels you into the raw bonus very subtly.
It's sort of like this:
I am your boss. You make a decent wage, but nothing spectacular. I can give you a raise, or I can give you a brand new responsibility, and no raise.
Or:
I am supplying you for a desert journey. You're supplied for the journey, but you don't want to get lost for long. I can give you more jugs of water, or I can give you a dowsing rod, which might lead to water.
You make "enough" money as it is, and you have "enough" water anyway. You don't "need" money or water.
The risk-aversion that leads you to choose the raise over the responsibility, and the extra jugs over the dowsing rod, is at work in this choice between a +1 bonus to everything and the ability to wield a hammer.
Yes, if you miss, it's not the end of the world. But you also then look at your current hammer proficiency, and your possible Weapon Expertise, and you experience something akin to
buyer's remorse. Your choice doesn't make you happier. Comparatively, the remorse over choosing not to learn how to wield a hammer is significantly less common.
It's a choice that we don't need to force, though. We can design the system in such a way that you get BOTH a raise and a new responsibility, BOTH the water and the dowsing rod. I wouldn't call those who sought out extra water or extra money greedy or "munchkins," because they have an obvious appeal in those scenarios.
Why? It just supports a lie.
To make the game more fun for everyone involved, of course. The DM doesn't need to lecture the players, the minmaxer gets her +1s (and they get multiple languages!), the newbie gets his multiple languages (and they get a +1!), the game is better for it.
DMs should always be involved in the player's character design.
Oh I see. I can't just say, "Make a character using the games' books, I don't care what it is, I have other stuff to worry about in the game." That's what I've said since the days of 2e. Damn, I'm Doing It Wrong.
Yes, it's called the DM doing his job.
There's no reason the DM should have to get involved here. Extra decision points, extra hassle, extra input, extra time, extra effort...I just wanna have the party beat up some goblins, I don't really care what kind of characters they do it with.
Especially when the system can just say, "You don't have to pick between breadth and depth, you can have BOTH."
And what about balancing a party of power gamers vs a party of interesting feat-takers? Who cares, they are two different styles supported by the game system and there is no problem here.
Every time the latter misses, it's a problem, since they suddenly feel like they've taken the "wrong" choice for contributing to the game. The opportunities to regret taking Expertise instead of Linguist are much fewer and father between in play.