Yup, that's one of the things I really like about Eberron... those feats which are more "roleplaying" feats rather than crunchy-number feats. Like Investigator and Research as well. All characters can do those things ordinarily on their own... but if players take the feats for them then it allows to the DM to give them just that little extra "oomph" in those areas that normal characters don't get.
It's like in the game 7th Sea where there are Advantages you can buy to be a nobleman, or be really attractive to the opposite sex. They don't add anything to any specific dice rolls... but rather just that when you are roleplaying the DM uses the advantages as extra perks for the players to have and work with. The noble characters can always find food and lodging when on the road... the characters with "dangerous beauty" always have favorable reactions when dealing with the opposite sex, etc.
It's a nice change of pace that keep D&D from being ENTIRELY a roll-based game (where you can't succeed at anything unless you have a specific skill and roll on it).
It's like in the game 7th Sea where there are Advantages you can buy to be a nobleman, or be really attractive to the opposite sex. They don't add anything to any specific dice rolls... but rather just that when you are roleplaying the DM uses the advantages as extra perks for the players to have and work with. The noble characters can always find food and lodging when on the road... the characters with "dangerous beauty" always have favorable reactions when dealing with the opposite sex, etc.
It's a nice change of pace that keep D&D from being ENTIRELY a roll-based game (where you can't succeed at anything unless you have a specific skill and roll on it).