Elder-Basilisk said:
Well, there's a lot of fancy talk there about kicking system mastery in the teeth and making any combination work equally well, but it doesn't look likely to work out that way.
Take the Student of the Sword feat, for instance. If there are a limited number of attack bonus boosting feats--even if many of them are better than Student of the Sword, it's still an obvious power choice for a warrior type. And no matter how often the designers pretend that healing word 1/day is as good as +1 to hit, there are a lot of characters for whom the +1 to hit is going to be a lot better. (Marking, etc, we'll wait and see on, but +1 to hit is an obvious and obviously useful benefit).
I like the way you're trying to analyze but I think there are some other ways to look at it...
What's wrong with having the "weapon focus" of the game be "you have fighter training"? Sure it may be
a bit better than another featon the "must take list" but 1) it makes sense that if you're studying everything about fighting you study fighting with fighters 2) it prevents other-multiclassing (a disadvantage -- again you spend all your time practicing poking things with long pointy things you don't have time to learn other classes).
Also,
healing word triggers someone elses healing surge. That's a useful power at epic levels. Not bad for a 1st level feat. Heck, the power could be called "you get an extra healing surge as a minor action" which is the dwarf power.
Elder-Basilisk said:
Conversely, the power trading feats have a long road to hoe in order to avoid being traps for the unwary. If they work as described in the article, a character who takes a power trading feat gives up a feat and a power to get a power that wouldn't normally be available to him. Now, if everything works as advertised and all powers are equal (no really, I'm trying to be serious here, WotC designers said it, it must be so), then the character who sticks with his ordinary class powers gets a feat and a power but the character who wants to trade simply ends up short a feat in comparison. What is most likely to happen is that there will be a couple powers that are significantly better than other powers (at least for certain types of characters) and that characters who use the power trading feats to gain those powers will be somewhat stronger than they would without the power trading feat. At the same time, players who make more suspect choices will end up with a power that doesn't really help them do anything that needs doing and will have wasted a feat for the privilige of gimping their character like that.
Obviously some powers will be sub optimal for certain characters. That's why you get to
swap again, for free
every level. So someone could pick a flavorful power that doesn't work well, have the character learn from the experience and go pick something more useful.
I know that FL has been mentioning the pay twice thing, I may just be being contrary but there are really only two ways to balance the system.
1. Balance toward the middle (so even a fighter with 13 int benefits significantly from getting magic missile)
2. Balance toward the high end (so a tactical warlord with 20 int doesn't benefit too much from taking RoF (or whatever the best wizard power is)
You can't really have a system that allows both of these things and also where stat choices matter.
3.5 swung wildly around gimping most combinations in an (ultimately failed) attempt to cut the power of the extremity.
And the power gap between of the extremity and "normal" (or, god forbid, core-only) characters was/is vast.
Ultimately I think they have to expect that people will optimize and eye the upper rung carefully. One of the best ways to limit that is a "pay to play" system where you give up some awesomeness from your class to get access to another.