CubicsRube
Hero
I think that feats do enhance creativity rather than detract.
But, I tend to come at this from the DM's side, rather than the player's. Far too many times, when a player tries to do something that isn't rules defined, the DM will set the difficulty far too high and/or set the cost of failure too high and discourage any further attempts to act outside of the defined rules. And that seems to be a very, very common issue from what I see on message boards whenever someone talks about setting DC's.
For example, in the recent Player's Decide to Go North, I saw more than a few DM's decide that the DC for determining north was based on 10 or even 15, meaning that most groups will fail far more often than succeed on something that I feel is pretty trivial.
Feats allow the players to do things without relying on DM's fiat which often is far too punishing IMO.
I think dc 10 is not utilised enough. Sure its pretty much an auto success for someone using their prime attribute and a proficiency at a mid level.
But for everyone else? Nope. Even with advantage its amazing how hard it can be to roll above a 10 when you need to. (Despite the argument for statistics, i dont roll a d20 400 times in a gaming session to get an even distribution).
Below 10 i wouldnt even ask for a roll. Going north for example. If you can see the sun or stars, no roll.