Feat Tax and Why It Harms the System

I am here today to enlighten you all on what I consider to be the most reprehensible issue currently plaguing Dungeons & Dragons 4e: feat tax. It is certainly not the greatest problem of the system, but the reasons why it exists and how WotC has chosen to voluntarily ignore it are certainly aggravating. Now, every game comes with its errors, and as much as Wizards of the Coast had taken care to fine-tune the math of the game, there were certain oversights that were not caught by the time the Player's Handbook had shipped out. For example, one of the three paladin builds, the Strength/Wisdom paladin, could not use the Divine Challenge class feature with any efficacy due to it being Charisma-based. WotC had recognized this error soon after it was pointed out by many a player. Their solution? They had introduced the Mighty Challenge heroic feat in Divine Power, a supplement that was released more than an entire year after the Player's Handbook, to grant a paladin the luxury of adding her Strength modifier to her Divine Challenge damage.

You see, WotC is absolutely spineless when it comes to addressing issues like these. When a certain aspect of the game causes inherent underpoweredness for certain characters, they choose not to use their errata/updates to patch the problem, for that would be an admittance of their failure. No, instead, they release tax feats, hoping that the players simple-mindedly look over them and believe "Oh, that would be a wonderful feat for my character!" instead of recognizing them as the ham-handed amendments to fundamental issues that they are. Feats should be optional upgrades, not mandatory patches. What makes these feat taxes even worse is that they are flawed themselves; Mighty Challenge, for example, does not affect Divine Sanction at all, and so a Strength/Wisdom paladin cannot make good use of any powers that impose a Divine Sanction. Let us look over the major feat taxes currently present in the system, shall we now?

Problem #1: At approximately levels 5, 15, and 25, the attack bonuses of player characters gradually begin to be unable to keep up with monster defenses, thereby causing a deterioration of player character hit probabilities as the levels rise.
Solution: Introduce the Implement Expertise and Weapon Expertise heroic feats in the Player's Handbook 2, and later, the Focused Expertise feat in Dragon Magazine #375.
Problem with the Solution: Pointlessly fills up a feat slot that could have been spent on something other than patching an issue caused by an oversight of the game designers. Also, characters are strongly discouraged from ever using an implement or weapon not covered by the respective tax feat, and characters who use two different types of weapons or implements (such as a paladin with both a magic weapon and a holy symbol) are unfairly forced to take two iterations of these tax feats.

Problem #2: At approximately levels 16 and 26, the Fortitude, Reflex, and Will defenses of player characters gradually begin to be unable to keep up with monster attack bonuses, thereby causing an increase in monster hit probabilities against these three defenses as the levels rise. This is due to masterwork armor granting an overall +1 bonus to AC at level 16 and then another +1 AC at level 26, but failing to commensurately increase Fortitude, Reflex, and Will.
Solution: Introduce the Paragon Defenses paragon feat and the Robust Defenses epic feat in the Player's Handbook 2.
Problem with the Solution: Pointlessly fills up a feat slot that could have been spent on something other than patching an issue caused by an oversight of the game designers.

Problem #3: Ardents, avengers, artificers, bards, monks, non-Brutal Scoundrel rogues, Wisdom/Charisma paladins who do not have Virtuous Strike, and swordmages cannot use melee basic attacks with any efficacy, thereby denying them the ability to perform charge attacks or opportunity attacks (thus allowing monsters to move around them with little fear of being damaged in exchanged) and use the attacks granted to them by various leader powers.
Solution: Introduce the Intelligent Blademaster heroic feat in the Forgotten Realms Player's Guide and the Melee Training heroic feat in the Player's Handbook 2.
Problem with the Solution: Pointlessly fills up a feat slot that could have been spent on something other than patching an issue caused by an oversight of the game designers.

Problem #4: Strength/Wisdom paladins cannot effectively use their Divine Challenge class feature, as it is Charisma-based.
Solution: Introduce the Mighty Challenge heroic feat in Divine Power.
Problem with the Solution: Pointlessly fills up a feat slot that could have been spent on something other than patching an issue caused by an oversight of the game designers. Also, Mighty Challenge is not compatible with Divine Sanction powers, thereby arbitrarily denying Strength/Wisdom paladins the ability to efficiently use such powers.

Problem #5: The avenger is the worst striker class in the entirety of the system.
Solution: Introduce the Painful Oath paragon feat in Dragon Magazine #382.
Problem with the Solution: Pointlessly fills up a feat slot that could have been spent on something other than patching an issue caused by an oversight of the game designers. Also, heroic-tier avengers cannot benefit from this feat in any way.

Problem #6: Even with the Barbarian Agility class feature, a barbarian is forced to invest in proficiency with heavy armor in order to acquire a non-abysmal AC defense.
Solution: Introduce the Hide Armor Expertise heroic feat in Primal Power.
Problem with the Solution: Pointlessly fills up a feat slot that could have been spent on something other than patching an issue caused by an oversightof the game designers. Also, Strength/Constitution barbarians are inadvertently granted defender-level AC and hit points due to the benefit of the feat stacking with Barbarian Agility, rendering them obscenely durable strikers. Strength/Charisma barbarians cannot make use of this feat at all, and are arbitrarily relegated to taking feats for heavy armor proficiencies that shall never put their AC on par with that of a Strength/Constitution barbarian.

Again, feats should be optional luxuries rather than compulsory patches, and WotC willfully, surreptitiously refusing to repair the mechanical errors that these tax feats solve through their errata/updates in a feeble attempt to save face reeks of unprofessionalism. What is stopping Wizards from biting the bullet and directly correcting their game rather than beating around the bush and forcing taxes to follow their players even into D&D?
 

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In play I haven't seen this happen. No one has felt forced to take a feat they didn't want. No one has noticed any of these problems even after I've brought them up. I think it's just a way people play thing. For some people they are a problem, but not for everyone. To some of us it seems like opinion not fat like you present it as.
 

What is stopping Wizards from biting the bullet and directly correcting their game rather than beating around the bush and forcing taxes to follow their players even into D&D?

The reason WotC does not errata these issues is that this would lead to one of two things:

1) Older printings and newer printings of a given book would be functionally different (not just cleaned-up wording), causing a lot of confusion at gaming tables between those with old and new.

OR

2) Newer printings would not incorporate errata, causing confusion between those with books and those with DDI.

Feat-patching is an awkward fix, but there are legitimate reasons why they do it that way. (My biggest complaint is with feats that are taxes in the same book as the class they're taxing; e.g., Weapon Finesse in 3E. Can't think of any 4E examples offhand, but that doesn't mean there are none.)
 
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Frankly, if you want to play the game that way, wouldn't it be simpler to just give all characters fixed, level-dependent bonuses to defenses, attack rolls and damage rolls?
 

You see, WotC is absolutely spineless when it comes to addressing issues like these. When a certain aspect of the game causes inherent underpoweredness for certain characters, they choose not to use their errata/updates to patch the problem, for that would be an admittance of their failure. No, instead, they release tax feats, hoping that the players simple-mindedly look over them and believe "Oh, that would be a wonderful feat for my character!" instead of recognizing them as the ham-handed amendments to fundamental issues that they are. Feats should be optional upgrades, not mandatory patches. What makes these feat taxes even worse is that they are flawed themselves; Mighty Challenge, for example, does not affect Divine Sanction at all, and so a Strength/Wisdom paladin cannot make good use of any powers that impose a Divine Sanction. Let us look over the major feat taxes currently present in the system, shall we now?

Dungeons & Dragons Roleplaying Game Official Home Page - Article (Official D&D Updates)

I haven't felt that "feat tax" is much (if any) an issue in my games. However, the current errata suggests that you may be at least partly mistaken as to why WotC introduced the feats that you associate with "tax". After all, it would have been effortless for them to make the Swordmage update (you don't lose your Warding bonus if you lose consciousness) a feat instead.

IMO, no one who is unwilling to admit their mistakes puts out a 73 page errata document.
 
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I agree regarding Expertise, and have seen this firsthand with every character in every game I've been a part of.

I agree with the Defense feats as well in theory - but even as my group climbs into Epic, no one feels too required to invest in them.

I disagree with the others. Some are nice but not needed, some make certain builds viable with the compensation of those builds being more versatile, and none of them are truly requisite in the way the Expertise feats are.
 

The Expertise Feats definitely are. They are must-haves for every character (as in, if you do not take them, you deliberately gimp yourself ;)).

The rest... not so much.

Bye
Thanee
 

I agree regarding Expertise, and have seen this firsthand with every character in every game I've been a part of.

And I disagree with the premise. We are currently at high-paragon level and I'm not seeing the issue of the characters falling behind in their ability to hit. Instead, I'm seeing relatively low numbers on their dice still hitting quite often (except when facing Soldiers, but that's the point of that monster role). And their is a whole thread here about Epic-level characters having too easy of a time hitting their targets.

There are alot of bonuses to hit going around that aren't on the individual character sheets and my players work together to make sure they get every bonus available to them. On paper they may look like they've "fallen behind," but in play it is nothing of the sort.
 

And I disagree with the premise. We are currently at high-paragon level and I'm not seeing the issue of the characters falling behind in their ability to hit. Instead, I'm seeing relatively low numbers on their dice still hitting quite often (except when facing Soldiers, but that's the point of that monster role). And their is a whole thread here about Epic-level characters having too easy of a time hitting their targets.

There are alot of bonuses to hit going around that aren't on the individual character sheets and my players work together to make sure they get every bonus available to them. On paper they may look like they've "fallen behind," but in play it is nothing of the sort.

I'm entirely in agreement with you that the Expertise feats aren't at all needed to let high-level players hit reliably. My own experience is that with them, players hit even more often than they did at low-levels, due to the various conditionals and temporary bonuses and so forth.

But that only makes the Expertise feats worse in the problem they present. +2 or +3 to hit, by epic levels, is so much better than any other feat on the table that it becomes default for every character. That remains true, regardless of whether or not they are taking the feat to bring their character up to par, or to get a huge boost beyond the power level they should be at.

Sure, you might not need to take the feat. But it makes such a big difference that I haven't known any player who doesn't. Maybe not at level 1, but it shows up eventually...
 

I am here today to enlighten you all on what I consider to be the most reprehensible issue currently plaguing Dungeons & Dragons 4e: feat tax.

With all due respect, I must disagree. The most reprehensible issue plaguing D&D is the use of hyperbole by the fans to describe something that annoys them. :erm:

The term "reprehensible" carries a connotation of moral lapse. I am pretty darned sure there's no moral or ethical lapse involved in considering whether you need to take a particular feat or not.
 

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