What's the "code" behind Feats? (and an idea for an alternate feat system)

Mercurius

Legend
I'm thinking about doing away with feats as they are and replacing them with free-form player-created feats. So rather than choosing from a list of pre-made feats, a player would make up feats that suit their character concept. Obviously they would need guidelines so as to avoid the obvious pitfalls of over-powered feats, so I'm wondering if there is a "code" behind feats? In other words, if we stripped out all the specifics, what are the general guidelines for feats? And are there major and minor feats?

I've only just begun thinking about this, but it basically fits in with my idea of an alternate edition of D&D that is more free-form, modular, and open to modification and customization while retaining a strong core rule-set, the d20 mechanic. I'd call this "5th edition" but I don't think WotC will go this route, unfortunately. It requires too much player creativity, quite frankly, and most of us like our feats and powers spoon fed.

But imagine a D&D game in which classes are akin to templates with default classic forms but also room for wide customization; thus a "fighter" is both a specific build--the traditional character class--but also a group or type of character that can create any number of fighting types, from a blademaster to a knight to a gladiator, archer, etc. OK, this is kind of how both 3E and 4E already are, but I'm looking to take the free-form approach to the next step where rather than choose from a variety of options--powers, feats, skills, etc--players actually create their feats and powers, maybe even their skills.

What I would want to do is figure out a "code" that would allow the creation of balanced classes, but that could be used to create highly individualized characters. In some sense I'm looking to create something similar to the class creation rules of 2nd edition, but that actually works. Feats, as a primary form of customization in both 3rd and 4th edition, seems like a good place to start.

A couple ideas:

Players create their own feats with created names, modifiers, etc. A "major" feat is worth two slots at Heroic tier or one at Paragon and Epic; a "minor" feat is worth one slot at any tier.

Feats can exist in "steps" so that you have standard, improved, and master (or something like that). If a standard feat offers +1, then improved is +2, master +3. Each step costs a feat slot.

But the question - how to determine whether a created feat is minor or major? What would be examples of current feats that are minor or major? And what would different conditions and modifiers be?

Any ideas would be appreciated - whether with regards to feats in particular or the general idea.
 

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Unfortunately, even if there were such a code, it is very complicated and constantly evolving, and the beach mages aren't telling us anyway. One feat may give a +1 to something static, while another lets you push a creature when you hit them with a fear attack. How do you balance those together? The public may never know.

In addition, most feats that give a +1 bonus at heroic tier up that bonus to +2/+3 automatically without requiring "improved" and "master" feats. This is become especially more true as they are doing away with feats requiring you to be at a certain tier.

All that being said, letting players make their own feats is a great idea. I'm starting to do it myself. The best way to do it is to just guess; if it seems balanced, and it isn't definitely weaker or stronger than another feat you're aware of, it probably is balanced. Then as you play, you can judge from experience if it seems like it needs a boost or a nerf.
 

I know one of the guidelines is if a bonus always applies, there is a source associated with the bonus (usually "feat bonus"). If it is situational the bonus can be untyped. That being said, I'd probably steer clear of static bonus type feats and concentrate on things that encourage dynamic play or grant options that otherwise wouldn't be available. Examples:

Disorienting charge: When you hit an enemy with a charge or bull rush attack, the target grants combat advantage to your allies until the beginning of your next turn.

Distracting throw: Once per round when you hit an enemy with a thrown weapon, one ally adjacent to the target can shift 1 square as a free action.
 

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