Robert J. Schwalb Blog Discussion; Feats: Do We need them?

Aegeri

First Post
I couldn't help but notice - given I am engaged in a rather feat themed discussion in another thread - that Robert J. Schwalb who seems to write just about everything DnD related these days was discussing the need for feats on his blog. The basic argument is that he doesn't feel that the sheer feat proliferation in 4E is good for the game, with the way characters are built providing plenty of character choices instead. A good example of this that made me think a bit was that in 3rd, a fighter would say get a reaping strike like "power" by taking a feat (which added the miss damage). In 4E, you just have a power that pretty much does the same thing.

He identifies several categories of feats and then talks about them (I won't spend time repeating the arguments he made - you should read the blog post because it is quite good!):

Skill Feats: Basically I have to entirely agree with him. I have seen some players take these, but only to cheese out certain EDs and similar that use skills (Loremaster or something, whatever the ED is that makes an arcana check needing an absurdly high amount to get the best benefits). Otherwise the feat requirements are either too crowded, due to the most unsavory "feat taxes" or just because there are numerous far better options than a bonus to a skill.

Math Feats: Aforementioned "Feat Taxes", though he brings up the interesting point that some of the superior defense feats just make already good characters very good. His example of the Dwarven Cleric with 21 will is a good example, where if you boost your defenses further it just means monsters practically can't touch his will. At the same time, I have to feel that if a player invests a lot of feats and resources into their defense - such as the cost initially of having a high will - they deserve to be pretty hard to hit. Also many of these benefits degrade with time - so it becomes much harder to resist being hit on NADs by epic tier especially.

This is a pretty difficult thing to resolve in 4E overall, because without these feats PCs with chronically poor defenses can't keep up. Unfortunately the side effect is those who are already rich in a defense, can just get even richer. Overall I haven't found it too hard to deal with - everyone always ends up with a weakness. No matter how many feats they take. Combined with MM3+ creatures often doing damage in ways that don't directly require hitting an enemy - so they can still be a good threat.

Race and Class Feats: Of the things he mentioned, I thought this was the most illuminating of the things he wrote. If I was wondering why there weren't a lot of racial feats or class feats in Heroes of Shadow, this might be a good insight into the way the developers are currently thinking. Although again I feel there is a degree of designer schizophrenia here - probably not on Roberts part - because some races like Dwarves get a ton of feats (and got an article late last year with a billion more). Others of course get nothing.

For me it's not the proliferation of these feats, it's the sheer inconsistency in how they are applied. Some races being engorged with them like Dragonborn and others having nothing like the changeling. Like with Wizards obsession with giving fighters/wizards everything, some races get tons of support and others get nothing. I feel if the support was more even across classes and races, this proliferation wouldn't even be a huge issue.

It does mean though the 3 revenant racial feats are quite the curiosity in the book. I think these are probably going to be republished to be official errata in this case. We'll have to see though :O

Power Feats: This would include powers like the CD Vecna power from a while ago. I have to again agree with him. These tend to fall into the "obscenely useless" category or are just so useful nearly everyone takes them (The CD that gives vulnerability to radiant damage is such a fantastic example here). I don't mind these overall though, but they always feel like too much for a single feat.

Personally I see a lot of merit to his argument and wish 4E had been designed with feats being more universal. Unfortunately, due to it not being designed like that from the start it does make things very unfair for races/classes that come before. Feats are options and unfortunately, being denied options that previous classes got by sheer poor luck (or just being ignored, like the changeling) is somewhat of a screw job. At the same time, if this is applied consistently going forward it might inevitably balance itself out by the end of 4Es lifespan.

In many ways though, if this is the kind of logic that the designers have I do wonder what a 5E will look like if it takes these kinds of lessons onboard.
 

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There's a question it seemed no one asked when 4e was being designed.

WHAT DO FEATS DO?

If they just "fix the math," build it into the math.

If they give you a narrow corner-case bonus or are basically story material, they're useless and possibly a trap if there's also actually useful feats.

If they customize the character, then they shouldn't actually add much power.

Though, for me, part of the problem has always been the fact that D&D 4e has 30 levels

That's a lot of space to fill. Too much if you ask me. Samey powers, useless feats, walls of red and black...

Give the game 10 levels, and see if your list of what are important customization options isn't narrowed down. ;)
 

Great topic, good summary and hopefully interesting discussion! Monte Cook was recently interviewed on Pathfinder Chronicles EP 13 and spoke briefly about the development of feats from NWPs and how the lead designers (including Jonathan Tweet and Skip Williams) all came up with slightly different versions and divisions of feats before eventually settling on the 3e model. Interesting as a historical perspective on this.

Obviously, the interesting thing for me is how 4e Powers beat up 3e feats and stole all their good stuff (and added further good stuff in too). 4e feats in my opinion are best thought of as the mechanical and flavour dross left over after this process. They are a mechanic left in limbo, kind of needed to round out the pointy edges left by the 4e machine, but not the most entertaining or motivating element of character development (some will obviously differ in opinion on this one). For all of that, I think they are necessary unless some new class/race/background mechanic can absorb the dross.

On a sidenote: all of this does make me think that the current D&D designers are really probing the foundations of the game and its future creative direction; more evidence that the creative cogs of the next iteration may be starting to turn. If Robert J. Schwlab is involved in the team then that future iteration looks to be in very capable hands.

Best Regards
Herremann the Wise
 

Personally I feel feats should be purely customizing or let you get new advantages. I don't mind (as a general example) feats that modify energy types (reducing resistance, improving damage using a specific type and that sort of thing). Something that let's you build a better necromancer who can get more out of necrotic than the wizard using fire, that sort of thing. I really disapprove of the math fix feats, but other than houseruling them out of existence and just building them into the math, I'm a bit stuck on what to do with them. The more recent ones are more like a feat tax + something special - so at least they aren't utterly terrible.

In some ways I wish Wizards could start again a bit and not get into the mess they are in now. Alternatively, I wish they would just have the NADs (see what I did there?!) to just come out and start removing "cruft" feats they've made irrelevant.
 

I'm not a big fan of feats.

What I would like would be fewer combat-boosting feats - build superior weapons, focus, expertise, etc into the maths. The sorts of combat feats that might be fun to keep would be those that are a bit less "mathy" and a bit more "flavoury/specialisation" - perhaps crit boosts, the non-attack bonus superior implements, etc.

I like the skill feats in their various forms (including skill powers) and would like the uncrowding of maths feats to create more room for them. And I think at least some of the race/class feats are interesting too, but again there needs to be an uncrowding to make room for them.
 

I really liked the article, and kinda nodded my head alot while reading it. In general nowadays i just use the feats in the essentials books unless i specifically can remember a feat somewhere else (heavy blade opportunity or lasting frost)....its too much to read. I do like feats, and the essentials feats have been just about the right amount with just the right amount of good stuff (after taxes ;) ).

Skill feats and math feat have been discussed to death, nothing new there, but his section on class feats really made me think a bit about class design and what feats should and shouldn't do for a class. Its cool to have feats that are special to my fighter.....If a shaman can learn to summon his pet for free, why isn't it given to him at a level that is appropriate, its a logical progression.

I oppose getting rid of feats as a pc feature or even reducing their 'per level' occurance, but i'm in favor of changing/killing the types of feats out there. fold taxes and many class feats into class options, figure out what you want from "power" feats and unique math feats and just use those. Thats change i can respect a DM making, or the WOTC supporting moving forward.
 

Yeah... aside from the feat tax feats like Expertise... I disagree with much of the essay.

Skill Feats: Skill feats come in a variety of flavors. There are the vanilla +3 to a skill feats, the +2 to skill+extra goody feats, and a few outliers like Jack of All Trades. The +2+goody feats be interesting and flavorful. For characters who have the right stats, +2 or +3 to a skill can be overkill, but if you build your character around skill usage (Bluff and Intimidate have many special tricks), it can be a very worthwhile investment. For characters who do not have the right stats, it can be the deciding factor in whether or not a skill is worth bothering with - being able to use stealth reliably is worth a few feats, and can be a defining trait for a character.

Math Feats: I mostly agree here. I believe that to-hit bonuses should only be available using conditional feats and that defense feats should remain low, with some conditional defenses. Slight, conditional math tweaks can be great, but static math tweaks should be minimal. Feat taxes are just deeply unpleasant things. That said, there are some exceptions. Some of the math feats are just making specialization work - some builds do this for us now, but before Pyromancers and MM3, there was a distinct value to the various ways to cut through fire resist so that you could play a fire-happy wizard without being screwed for daring not to pack 31 flavors of spell.

Race Feats: I believe that feats should be available to allow someone to fully explore the concepts associated with their race. While the number of dragonborn breath feats is nearing absurd levels, you know what, some of them are just snazzy and should be there. While it might force developers to *gasp* research to do their jobs which they are paid for, options don't harm the players unless said designers fail at their jobs which they are paid for. I do believe that we should move away from REQUIRING every race to have X amount of support, but if there is a good feat idea that really brings out the flavor of a concept, GIVE IT.

Class Feats: These are kind of all over the place. Sometimes a class feat is just a no-brainer more-power option, like the feats that boost striker damage from d6 to d8, and those are tacky. However, more mathematically nebulous feats exist that provide you more ways to do things and put you into one specialization or another, and those feats are great. Deadeye Slinger is a great example - it lets a rogue turn a sling into a superior weapon. The variety of bonuses you can get for starting first are also great, as it focuses your character on quick-strikes and scouting and determines your playstyle. Underhanded Tactics is another good one - it gives a rogue an option to sacrifice damage for control, and gives them some nice versatility. I'd like to see as many of these as possible made into non-class feats (obviously some of these key off of a class feature), but those which aren't absolute no-brainers can add great variety without sacrificing an entire power choice.

Power Feats: Here I would say that execution does not reflect concept. Some of these are quite fun, like many bloodline powers, and I'd hate to see those go just because R&D wasn't screening things well.

Overall, I think that feats should be more open. I have no issue with how Essentials has moved away from class- and race-limited feats into feats that are available to everyone. That's great, and I'd like to see them go back and modify some old feats to be race/class/deity-agnostic (seriously, why can only the rogue make slings into superior weapons?). I hate restrictions that aren't forced by mechanics (obviously you can't use an Infernal Wrath feat if you're a gnome), and I'd be happy to see those go.

But feats are great. Feats are what allow me to have an invoker who uses a short bow for his attacks. Feats give me snazzy bonuses to encourage me to use thunder and lightning powers one after the other. Feats let me play a vampire dwarf paladin. Feats let me gain the shadow keyword and a few shadow features so that I can play a warforged refugee from the Shadowfel who has something to show for being made of "shadowsteel" or whatever.

And man, if you think that feats are important for adding variety to AEDU classes... exactly how much build variety would knights and slayers and vampires have without feats?
 

Interesting take on things.

I fully support the idea that the Math Feats should be built into the system. Even with the new riders, the Expertise feats are bland. The defence ones are even worse. If you want your character to be really good in a defence, perhaps you should just have that option at some point in the level scale.

I think the gist of feats should be customization, like others have pointed out. I think removing them completely would be a shame and a mistake, but I do want to see the idea of what they are supposed to be for worked out and refocused. And for Vecna's sake, remove all the garbage feats from the game.
 

I feel like there's just too damned many of them to choose from, and then even more ones that you can't choose and just get in the way. They make 10 feats for each class, but those feats are unavailable to other classes. I get that it's supposed to avoid unbalanced cross-pollination, but it makes everything so niche that they're frustrating to read.

"Ooh, teleport an enemy when they . . . no, I have to be a revenant eladrin battlemind. What about this one? Slide a foe you hit . . . but it's only once per encounter while wielding a spear and a shield and using Reaping Strike. Gah!"

3e was a bit TOO focused on "put pieces together to make something cool," which let you build PCs like erector sets, though there were a lot of ways to make crappy things, and a few ways to abuse physics.

4e is too focused on giving you 4 different action figures to choose from, and telling you "accessorize it with these 3,197 different decals!"
 


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