I've seen many comments where a feat that has real value should be relevant throughout the course of a character's career, and that those which don't scale (or remain relevant) are overall poor feat choices.
As an examples:
Weapon Focus
Pulling out the handy "Spine Analysis" from Trailblazer it looks like for your average fighter type at 1st level Weapon Focus is providing 20% of the character's overall to hit bonus.
Now leap ahead to level 20 and you see that Weapon Focus is now only contributing 2.85%. If you want to be kind, then you can note that WF is unlocking Greater Weapon Focus, in which case the total for the two bonuses contributing to the to hit total for the character is 5.71%.
Iron Will
Another example would be one of the saving throw feats (like Iron Will), if you were to take it at 1st level to boost up one of your poor saves (we'll assume your ability score is a 10), then the feat is contributing 100% to your bonus, and giving you a 50% chance at succeeding at the average DC at that level.
Now leap ahead to level 20 (and assume no multiclassing). The contribution that is being gained by Iron Will at this point is 18% of the overall save bonus. What is really depressing is that you're chance of success is now 35% to make the save versus the average DC at that level. Being "Iron Willed" doesn't seem to count for much at this point.
To just step back for a second, with the Weapon Focus example there is still some fuzziness. WF is a prerequisite to a lot of other feats that are offering benefits, so some extra value is hiding in there somewhere and so that should be noted. However, what I'm looking at is the mechanics of having each feat scale so that it's selection has a constant mechanical relevancy across the character's career. Unlocking, while it has mechanical value, is overall a clunky way of controlling character power over many levels.
WF is also a bit murky in that to hit bonuses continue to water down over the course of the character's career. By ninth level the average martial character is hitting on anything other than a 1 result and remains that way all the way to level 20, which makes WF on it's own even less valuable. It only begins to have relevance again when you start fighting gigantic ancient dragons, who's CRs were deflated, and consequently their defensive value outstrips everything else in the game.
Looking at some of the answers other systems and have given:
4E
A big part 4Es rebuild over 3.5 was the "spinal alignment" of the entire system. Rather than having this odd looping curve where to hit rolls become less relevant and instead the ablative effects of hit points become the metric to how a battle is conducted, 4E aims to give a much more linear development to the system as a whole.
As a consequence, Weapon Focus in 4E shifts from being a to hit bonus to a damage bonus. To hit bonuses become a much tighter linear path up the levels, trying to stay within a consistent to hit percentage.
Saving throws were also completely reworked, tossing out save or die type effects and instead focusing on conditional effects, because of this there is no "Iron Will" feat in that system. For 4E the general principle is that a character should always have a 55% chance of saving from a condition. Various powers, and magic can help in specific situations, and humans have a feat that gives them +1 on all saves, which is a big deal when the consistent target that is being aimed for can't be altered by much.
In terms of scaling, 4E still does provide some answers. While WF has a different purpose and effect in the game, in general what you see with a wide variety of powers and magic items is that you get a +1 per 10 levels in the game. The range is slightly different, with 4E having 30 levels versus the 20 levels of 3.5.
The end result though is that as a general principle, if a player selects a particular power for their character it should scale up in potency over the course of the entire character's career. It should always remain a useful tool in the character's arsenal. In the case of saving throws, the chance of success remains a constant across all levels, and so the human feat that gives +1 is always relevant.
Pathfinder
Pathfinder's answer to scaling is a bit unfortunate. It is relying on the "unlocking" principle to address problems in the game. Rather than trying to pad the numbers a bit to help realign the spine, it offers up additional feats to give players specialized boosts.
The problem with this is that it isn't providing consistent effects in the game, but just giving different "swings" where the character is well optimized with one particular effect, but still highly vulnerable in other areas. It's not that specialization isn't a valuable element to have in the game, but if you don't attain a certain range of predictability across all levels then it puts a strain on the storytelling portion of rpgs.
In terms of WF, Pathfinder doesn't change anything, but it does give additional feats further in the chain. This does add more value to WF, but it's still too fuzzy of a value and it certainly isn't such a boost that one could say that it is truly scaling up through the levels.
For Iron Will, Pathfinder likewise didn't change the core feat, but instead gave another unlocking feature with Improved Iron Will. The problem with this is that Iron Will is still a lousy feat to gain, the bonus only shores up a dike which is already being over-topped by save or die effects.
Second, Improved Iron Will is likewise a bit weak for what you are getting. If you had it at first level then it would definitely have some value. You'd end up being able to shore up a weak save so that you had a likely 75% of success. Of course the only situation which would allow for this would be to have a human take Iron Will and Improved Iron Will at first level to avoid a sleep effect or some such. That very unlikely to happen.
At 20th level IIW gives you about a 50% chance of success on your weak save. That percentage is a lot better, getting close to the 55% chance that 4E is trying to adhere to, however this bonus is only available once a day. At 20th level you're likely to have many save or die effects tossed at you in a single combat, much less a whole day.
If Pathfinder had made it a strait reroll for all saves of that category then it would be somewhat worthwhile at high levels, though you're still dealing with a painful feat tax, needing to spend two feats just to get yourself to a 50% chance of surviving. Spending two (out of eleven) feats in the Pathfinder system on just that isn't very inspiring.
Pathfinder does address the problem slightly by nerfing several powerful spells so that the loss of a saving throw isn't as deadly. However, not all of the spells were consistently nerfed, and it doesn't really address the fact that taking Iron Will will significantly help the character.
Trailblazer
Trailblazer's answer to a lot of the problems of 3.5 is through action points. By applying an overall blanket bonus to the system players can decide what it is that they want to shore up or boost to even high effects. It's a solid patch which I think works pretty well, still, it isn't really addressing that there are lousy feats which ought to be modified to make them worth taking.
Trailblazer does boost WF just a bit. Rather than being a single type of weapon which gains the bonus, instead a whole group of weapons gain the bonus. This does help make the feat more versatile, giving the bonus to several different weapons which increase the likelihood of having the right tool for the right job.
Iron Will doesn't see any boost. The action points do help address the problem with saving throws overall in the game, however it's still unlikely that most players would desire to spend a valuable feat on the meager bonus of Iron Will.
What the heck am I getting at with all of this?
I've spent over a decade playing euro boardgames and one of the great game design themes in that genre of gaming is that players should have a limited number of choices each turn of the game, and each of those choices should be painful to make. It works well as a game design goal because player's enjoy the positive tension that arises out of making those decisions. It's positive because the choices are rarely penalties, you aren't picking the lesser of two evils, but rather the greater of two goods.
The 3.0 design was heavily influenced by the design of Magic the Gathering. Magic the Gathering has a "system mastery" element built into it where players gain satisfaction out the deck building process by separating the wheat from the chaff. Players dive into the pool of cards and break down their value to find out what is worth taking and what isn't.
From a business design standpoint, and even a design goal standpoint for Magic, I can see that is being worthwhile as a gaming experience. For RPGs however I don't think it works well. An RPG isn't a CCG and requires a different approach, one that I think is closer in line with euro games in regard to feats.
In regard to feats, I think they ought to be more equally weighted, so that when a player is deciding on which feat to take next they are looking at a menu filled with delicious options. The menu shouldn't be listing "3 day old bread" or "bowl of ketchup" but instead have enticing entries that make you pause with indecision over what succulent dish to pick.
Feats are wide ranging and modular, so you can't be completely systematic about their values, but scaling is one way that it can keep certain feats relevant. So what I'm trying to figure out is what a general principle would be for feat scaling?
My suggestion
4E has three tiers, because it has 30 levels. For 3.5 the system is 20 levels so it ought to divide evenly within its range.
Iron Will is fairly easy to examine. Based off of a core design feature of 3/4E system that most rules are "exceptions", then the feat ought to make an exception to a poor save. "I may be a dumb fighter, but I can grit my teeth real hard and stubbornly refuse to get knocked out by that crazy wizard!" Thus the poor save becomes a good save. That would be worth a feat slot.
If you wanted to stick with the numbers, then Iron Will could give +2 to start, and the character gains another +1 for every five character levels. The end result would be the same, gaining +6 at 20th level.
So on a general principle, scaling every five levels might be a way to go. If you applied that to WF then you'd get the weird effect of adding a bonus onto an already healthy supply of average bonuses, so it wouldn't have much of a direct effect. It would cascade through the system a bit more, allowing high power attacks, making two weapon fighting more effective. Overall you'd be increasing to hit and damage output to martial classes, which compared to spellcasters are still weaker even with these added bonuses, so the system isn't really being strained by scaling feat bonuses.
With such a plethora of feats out there, some scaling would need to be scrutinized more closely, such as DC bonuses. These don't need any significant scaling since their progression between DCs and Monster Saves is pretty linear. At most you'd just do a 10 level scaling.
Initially though, I'm not seeing real problems with a 5 level scaling system for feats.
What do others think?
As an examples:
Weapon Focus
Pulling out the handy "Spine Analysis" from Trailblazer it looks like for your average fighter type at 1st level Weapon Focus is providing 20% of the character's overall to hit bonus.
Now leap ahead to level 20 and you see that Weapon Focus is now only contributing 2.85%. If you want to be kind, then you can note that WF is unlocking Greater Weapon Focus, in which case the total for the two bonuses contributing to the to hit total for the character is 5.71%.
Iron Will
Another example would be one of the saving throw feats (like Iron Will), if you were to take it at 1st level to boost up one of your poor saves (we'll assume your ability score is a 10), then the feat is contributing 100% to your bonus, and giving you a 50% chance at succeeding at the average DC at that level.
Now leap ahead to level 20 (and assume no multiclassing). The contribution that is being gained by Iron Will at this point is 18% of the overall save bonus. What is really depressing is that you're chance of success is now 35% to make the save versus the average DC at that level. Being "Iron Willed" doesn't seem to count for much at this point.
To just step back for a second, with the Weapon Focus example there is still some fuzziness. WF is a prerequisite to a lot of other feats that are offering benefits, so some extra value is hiding in there somewhere and so that should be noted. However, what I'm looking at is the mechanics of having each feat scale so that it's selection has a constant mechanical relevancy across the character's career. Unlocking, while it has mechanical value, is overall a clunky way of controlling character power over many levels.
WF is also a bit murky in that to hit bonuses continue to water down over the course of the character's career. By ninth level the average martial character is hitting on anything other than a 1 result and remains that way all the way to level 20, which makes WF on it's own even less valuable. It only begins to have relevance again when you start fighting gigantic ancient dragons, who's CRs were deflated, and consequently their defensive value outstrips everything else in the game.
Looking at some of the answers other systems and have given:
4E
A big part 4Es rebuild over 3.5 was the "spinal alignment" of the entire system. Rather than having this odd looping curve where to hit rolls become less relevant and instead the ablative effects of hit points become the metric to how a battle is conducted, 4E aims to give a much more linear development to the system as a whole.
As a consequence, Weapon Focus in 4E shifts from being a to hit bonus to a damage bonus. To hit bonuses become a much tighter linear path up the levels, trying to stay within a consistent to hit percentage.
Saving throws were also completely reworked, tossing out save or die type effects and instead focusing on conditional effects, because of this there is no "Iron Will" feat in that system. For 4E the general principle is that a character should always have a 55% chance of saving from a condition. Various powers, and magic can help in specific situations, and humans have a feat that gives them +1 on all saves, which is a big deal when the consistent target that is being aimed for can't be altered by much.
In terms of scaling, 4E still does provide some answers. While WF has a different purpose and effect in the game, in general what you see with a wide variety of powers and magic items is that you get a +1 per 10 levels in the game. The range is slightly different, with 4E having 30 levels versus the 20 levels of 3.5.
The end result though is that as a general principle, if a player selects a particular power for their character it should scale up in potency over the course of the entire character's career. It should always remain a useful tool in the character's arsenal. In the case of saving throws, the chance of success remains a constant across all levels, and so the human feat that gives +1 is always relevant.
Pathfinder
Pathfinder's answer to scaling is a bit unfortunate. It is relying on the "unlocking" principle to address problems in the game. Rather than trying to pad the numbers a bit to help realign the spine, it offers up additional feats to give players specialized boosts.
The problem with this is that it isn't providing consistent effects in the game, but just giving different "swings" where the character is well optimized with one particular effect, but still highly vulnerable in other areas. It's not that specialization isn't a valuable element to have in the game, but if you don't attain a certain range of predictability across all levels then it puts a strain on the storytelling portion of rpgs.
In terms of WF, Pathfinder doesn't change anything, but it does give additional feats further in the chain. This does add more value to WF, but it's still too fuzzy of a value and it certainly isn't such a boost that one could say that it is truly scaling up through the levels.
For Iron Will, Pathfinder likewise didn't change the core feat, but instead gave another unlocking feature with Improved Iron Will. The problem with this is that Iron Will is still a lousy feat to gain, the bonus only shores up a dike which is already being over-topped by save or die effects.
Second, Improved Iron Will is likewise a bit weak for what you are getting. If you had it at first level then it would definitely have some value. You'd end up being able to shore up a weak save so that you had a likely 75% of success. Of course the only situation which would allow for this would be to have a human take Iron Will and Improved Iron Will at first level to avoid a sleep effect or some such. That very unlikely to happen.
At 20th level IIW gives you about a 50% chance of success on your weak save. That percentage is a lot better, getting close to the 55% chance that 4E is trying to adhere to, however this bonus is only available once a day. At 20th level you're likely to have many save or die effects tossed at you in a single combat, much less a whole day.
If Pathfinder had made it a strait reroll for all saves of that category then it would be somewhat worthwhile at high levels, though you're still dealing with a painful feat tax, needing to spend two feats just to get yourself to a 50% chance of surviving. Spending two (out of eleven) feats in the Pathfinder system on just that isn't very inspiring.
Pathfinder does address the problem slightly by nerfing several powerful spells so that the loss of a saving throw isn't as deadly. However, not all of the spells were consistently nerfed, and it doesn't really address the fact that taking Iron Will will significantly help the character.
Trailblazer
Trailblazer's answer to a lot of the problems of 3.5 is through action points. By applying an overall blanket bonus to the system players can decide what it is that they want to shore up or boost to even high effects. It's a solid patch which I think works pretty well, still, it isn't really addressing that there are lousy feats which ought to be modified to make them worth taking.
Trailblazer does boost WF just a bit. Rather than being a single type of weapon which gains the bonus, instead a whole group of weapons gain the bonus. This does help make the feat more versatile, giving the bonus to several different weapons which increase the likelihood of having the right tool for the right job.
Iron Will doesn't see any boost. The action points do help address the problem with saving throws overall in the game, however it's still unlikely that most players would desire to spend a valuable feat on the meager bonus of Iron Will.
What the heck am I getting at with all of this?
I've spent over a decade playing euro boardgames and one of the great game design themes in that genre of gaming is that players should have a limited number of choices each turn of the game, and each of those choices should be painful to make. It works well as a game design goal because player's enjoy the positive tension that arises out of making those decisions. It's positive because the choices are rarely penalties, you aren't picking the lesser of two evils, but rather the greater of two goods.
The 3.0 design was heavily influenced by the design of Magic the Gathering. Magic the Gathering has a "system mastery" element built into it where players gain satisfaction out the deck building process by separating the wheat from the chaff. Players dive into the pool of cards and break down their value to find out what is worth taking and what isn't.
From a business design standpoint, and even a design goal standpoint for Magic, I can see that is being worthwhile as a gaming experience. For RPGs however I don't think it works well. An RPG isn't a CCG and requires a different approach, one that I think is closer in line with euro games in regard to feats.
In regard to feats, I think they ought to be more equally weighted, so that when a player is deciding on which feat to take next they are looking at a menu filled with delicious options. The menu shouldn't be listing "3 day old bread" or "bowl of ketchup" but instead have enticing entries that make you pause with indecision over what succulent dish to pick.
Feats are wide ranging and modular, so you can't be completely systematic about their values, but scaling is one way that it can keep certain feats relevant. So what I'm trying to figure out is what a general principle would be for feat scaling?
My suggestion
4E has three tiers, because it has 30 levels. For 3.5 the system is 20 levels so it ought to divide evenly within its range.
Iron Will is fairly easy to examine. Based off of a core design feature of 3/4E system that most rules are "exceptions", then the feat ought to make an exception to a poor save. "I may be a dumb fighter, but I can grit my teeth real hard and stubbornly refuse to get knocked out by that crazy wizard!" Thus the poor save becomes a good save. That would be worth a feat slot.
If you wanted to stick with the numbers, then Iron Will could give +2 to start, and the character gains another +1 for every five character levels. The end result would be the same, gaining +6 at 20th level.
So on a general principle, scaling every five levels might be a way to go. If you applied that to WF then you'd get the weird effect of adding a bonus onto an already healthy supply of average bonuses, so it wouldn't have much of a direct effect. It would cascade through the system a bit more, allowing high power attacks, making two weapon fighting more effective. Overall you'd be increasing to hit and damage output to martial classes, which compared to spellcasters are still weaker even with these added bonuses, so the system isn't really being strained by scaling feat bonuses.
With such a plethora of feats out there, some scaling would need to be scrutinized more closely, such as DC bonuses. These don't need any significant scaling since their progression between DCs and Monster Saves is pretty linear. At most you'd just do a 10 level scaling.
Initially though, I'm not seeing real problems with a 5 level scaling system for feats.
What do others think?