You know what the real problem here is? The Character Builder has trained a whole generation of gamers that if you can't create a whole new character in like 2 minutes, that something is now somehow wrong.
The fact that many of you actually make the complaint that "Ugh, I don't want to have to sift through 1000 feats to find the one I want" is laughable to me.
How long does it REALLY take to go through the Character Builder to find different feats? Considering that they are already divided up into categories, those that don't apply to your character don't show up, and most of you already know the half-dozen feats you're going to take anyway because of your "feat tax" beliefs... how long does it take to go through what's left? 10 minutes? 30 minutes? Even if it's an HOUR... you usually have what... A WEEK between sessions in which to level up your character? And you can't spend any scanning through the Feat list?
What's the point of leveling up a character at all if you DON'T want to spend an hour or so deciding what to do for him? Isn't that supposed to be the FUN part of leveling? Getting to look through all the options available and making decisions on how you want your character to be? You take that away... then the whole reason for the leveling process goes away too. You might as well just hit the "auto-level" button and be done with it.
What I would prefer to see with 4E is feats being non-combat, boosting skills, or even giving skills new uses something like the skill powers do.
So perhaps one feat would allow someone to make a heal check to transfer a healing surge form one character to another.
Another would allow a character with Nature to grow plants of exceptional strength.
But the fact I can spend the time looking it all up doesn't mean I want to. Again, I am simply amazed at some of the responses here. "Just man up and spend an hour looking through feats! Real gamers wouldn't complain about this sort of thing!"
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I admit, this is a slight tangent. I'm not sure if people are actually arguing that they want the feat list reduced to 3 automatic options or whatever. That's not my goal, by any means. I think there are existing feats out there that are unneeded and get in the way. But there is a difference between wanting a more efficient overall list and wanting it stripped down to nothing. I'm not going to say that 2,000 feats is a better total than 6,000 - I honestly don't know.
It is a tricky area to balance, though - I recall this was sort of what they tried to do with Martial Practices. "Here are cool things martial characters can do with their skills!" Except that when you say that it requires a feat, healing surge, etc, in order to be able to make a good forgery... you suddenly are limiting the design space instead of expanding it. Previously, anyone could try to make a good forgery. Now, only people with that exact option can do so.
What I want is to spend somewhere between 5 minutes and an hour (depending on how important the particular choice), picking between several viable and interesting options. Filtering through the substandard (however defined for any given player) is nothing but busywork. We may have to put up with a certain amount of it because one players' substandard is another players' goldmine, but that doesn't make it a positive thing--merely necessary.
But generally, one of my contentions is that the longer the list gets, the more busywork you inevitably get, in return for less and less actual choices that any player will find interesting--either with making the pick or then later in play. It is the classic diminishing return. The busywork is only rewarding to those who enjoy "putting in the work" to gain advantage (social, mechanical, whatever). I don't care if we sacrifice some of their pleasure.![]()
It is rather tricky. I think the key to this kind of design is to have the courage of your design.
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So again, you can't do this halfway, because doing it right will have ramifications throughout the design.
The CharOp people would scream to high heaven, attack bonuses and damage would have to be readjusted somewhat (proficiency bonuses OR damage dice, for example), the cries of "sameness" would be heard web-wide and numerous people wouldn't notice.![]()
I just started reading, but I wanted to address this before I got too far in. I find it a little difficult to believe that "sameness" is much of a possibility, given the 20+ classes, most with several features to choose from, multi classing, hybrid classing, the thousands of available powers, backgrounds, themes, weapon, armor, and equipment choices, etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.