Looks like the simple feats will be for you. Pick a theme, apply 3 or 4 static bonuses to some actions or defenses, and you're done.As someone who has been hoping that feats were going to be at most an optional tack-on, and preferably go away completely, the answer to question 1 comes as a major disappointment.
The presence of feats all but ensures the presence of lots of other things I think are bad for the game: character build as a game unto itself, system mastery as a game unto itself, character optimization as a game unto itself, and the irresistible temptation for the publishers to bloat the game with more and more feats as time goes on.
I had hopes for themes, but as fluff only.
Sigh.
Lan-"already wondering what the knock-on effects would be of removing feats from 5e"-efan
As someone who has been hoping that feats were going to be at most an optional tack-on, and preferably go away completely, the answer to question 1 comes as a major disappointment.
The presence of feats all but ensures the presence of lots of other things I think are bad for the game: character build as a game unto itself, system mastery as a game unto itself, character optimization as a game unto itself, and the irresistible temptation for the publishers to bloat the game with more and more feats as time goes on.
I had hopes for themes, but as fluff only.
Sigh.
Lan-"already wondering what the knock-on effects would be of removing feats from 5e"-efan
I like the theme-as-feat-list idea.
1. For folks that don't want feats, all the DM has to do is pick the default theme (or maybe a choice of two) for each class. That essentially makes the feats into class features, and you don't need to worry about "feat bloat".
2. For folks that don't want to be shoehorned into a theme, pick the theme for flavor and perhaps an initial feat, then choose the rest of your feats as you want, ignoring the theme.
As for rogues, I hope they retain something of the skill monkey approach, with some choice involved (rogues have had significant skill choice since 2e).
As for monsters, templates were a mixed bag in 3e. They were sometimes applied in strange ways, became a min-max tool for players, and they sometimes produced unexpectedly overpowered or underpowered monsters. On the other hand, templates were often thematically cool, and most were easy to apply.
I do like 4e's monster role and advancement system. It makes it easy to increase or decrease a monster's level in my head.