I've played in games that don't allow multiclassing, but never games that don't allow feats. Go figure.
I'm of the opposite opinion.
Take a feat (AND an extra skill), where the extra feat is perfect for your PC (because you chose it to be) and may even give you a +1 to your primary, secondary or tertiary stat...
OR
...at the cost of a feat and a skill, add +1 to each of the 3 or 4 stats that you don't care about?
No contest. Variant human wins (almost) every time. In fact, the only time I would consider a non-variant human is if I want a barbarian, and forced to use point-buy, and want three 16s at first level, so my stats are 16/16/16/9/9/9.
But even then I would probably choose a feat that added +1 to one of the three physical stats, because 16/16/16/9/9/9 is objectively worse than 16/16/16/8/8/8 with an extra skill and half feat.
What I find curious is that the two claims (humans are the most common PC race, most play without feats) seem to be contradictory (for 5e, anyway) because humans are the only race that can start with a feat.
Some possible explanations:-
* perhaps most D&D players in the world are new to the game and haven't started to read all the game mechanics or realised the possible combinations, so they (foolishly) play non-variant humans
* some DMs don't like feats, so their players aren't allowed tolikeuse them either
* feats are rarely available because they are once every 4 levels (rarer for most multi-class PCs), and there is evolutionary pressure to make your main stat 20 and most games end at low levels
* JC's data includes many/all editions of D&D, so the editions that never had feats dilute the data
In my current campaign my PC is the only human; the rest are: wood elf, tiefling, dragonborn.
In my last campaign, my PC was an aasimar who looked/disguised himself as a human; the rest were: gnome, shield dwarf, tabaxi, kenku.
A friend at work has heard of D&D for a while, and her son just offered to run her first game. She's going to play a tiefling cleric. As you can tell, optimisation is not a factor. Nor are the rest of the game mechanics to be honest. If newer players don't care much about the mechanics then feats won't matter to them.
Older editions of D&D had no natural way to increase your ability scores, so if they wanted to appease old school players, ASIs would be optional too.
- With data from more than one edition of D&D, I can confidently say that people play more humans, elves, and dwarves than all other races combined. No matter how powerful we've made other race options, this fact hasn't changed. Story & aesthetics often appeal more than power.
- Want to know which D&D race is played more than any other? Humans, by far.
- The popularity of humans, elves, and dwarves has been true for multiple editions of D&D, regardless of game mechanics, regardless of the rules for organized play, and regardless of what the competing racial options have been.
- We have never witnessed a correlation between (a) power in the game and (b) which races are most popular. Story, aesthetics, characterization, literary and cinematic models—most often those drive the choice, rather than which options are perceived to be most powerful.
- Another piece of D&D data: a majority of D&D characters don't use feats. Many players love the customization possible with feats, but a larger group of players is happy to make characters without feats. Feats are, therefore, not a driving force behind many players' choices.
- Most D&D players make their primary character-building choices based on a character's fantasy archetype, backstory, personality, appearance, and place in the world. To flesh out those things, players are usually satisfied with choosing race, class/subclass, and background.
I've played a standard human, and liked it.
I am currently playing a PC that chose a feat at 4th level, and I regret it. It's a great feat (Shield Mastery) but it's just not coming up often enough to make it worth it or interesting for me. I thought it would be a common thing that was useful and flavorful, but the reality has been that knocking things down tends to make our ranged attackers pissed that they now get disadvantage to hit that foe, and knocking them back just hasn't been helpful most of the time, and the dex save benefits rarely come up. I wish I had taken the ASI, which would have come up just about every single combat and many non-combat encounters as well.
And the feat I originally was planning to choose (Polearm Master) would have been a disaster despite being considered a "powerful" feat. We've never found a single magical polearm during our adventures, either as treasure or for sale, and the number of creatures resistant to non-magical damage is so high that the feat would have been a real disappointment.
I can see that others may have, over time, come to the conclusion that feats are often just not as good as they look on paper![]()
I ADORE players like you. Three 9's? Hope you like failing skill checks and saving throws regularly. Because, guaranteed, I'm going to beat you like a pinata for that choice. Makes challenging the character ridiculously easy. Oh, you dumped statted Wis? Fantastic, every exploration pillar segment sees you riding the pines and you're guaranteed to see hold person spells coming your way. Makes DMing so easy when you gift wrap characters like that.
Personally, I think I'll go with JC's explanation. Most players play to concept, rather than mechanics, and choose to make their characters without trying to min/max their way into some sort of one trick pony. Or, perhaps, their DM's aren't softballing the campaigns and making every encounter perfectly tailored to the PC's strengths and those other stats that you "don't care about" come up regularly.
The idea that it's "foolish" to play standard humans is hillarious. Hrm, players are making characters with giant holes in their competency? FAN-FREAKING-TASTIC.
Feats are not popular with players simply because 9 out of 10 times ASI for primary ability is better.
After you boost primary to 20, you can talk about feats, but that is 12th level and vast majority of campaigns end well before that.
I even thought about idea of removing ASIs and racial ability bonuses(little bit of tweaking will be done to some races) and use bumped up default array and having only feats for ASIs.
Array would be for all characters: 18,16,14,14,12,10. No later ability increases(except through magic items)