Venator said:This thread is kind of interesting though. Has D&D really evolved into a game where players and/or parties HAVE to make combat effective choices with their characters at all times? Having no room for players to take the "flavor" feats is kind of sad and really takes away from the RP side of the RPG. In fact, it suggests that D&D is moving further and further (as feat/spell/power/weapon options get bigger and better) away from being a RPG at all.
Well, the "RP" side of the game is largely unaffected by feat/spell/power/weapon options. These are mechanical elements, and thus only affect the mechanical aspect of the game--which is 90% combat.
The alleged player in question not only took suboptimal feats, but he didn't do anything with them. Didn't get cross-class ranks in Tumble, never tried doing any tumbling. But even if he had, is that role-playing? How does having feats like Acrobatic or Animal Affinity written on a character sheet make someone a better RP'er, or the character more colorful? Is getting a +2 on Jump or Ride checks role-playing?
To strike the best balance, keep the mechanics relevant to mechanical stuff, and keep the intangible elements of a character relevant to role-playing.