This is part of why I don't like 3.x style feats & 4th Edition style powers in practice. The more things you roll into the idea of a class of an enumerated feat/power the less idea space you leave for people to just wing it in play.
This is one thing I think the OSR gets right with minimalist rules systems. It leaves the mental space open for on the fly rulings at the table, minimizing the battles between GM & a rules lawyer.
Now, I've played a ton of 3.x, Pathfinder 1e, & 4th Edition. When the designers make a thing like the feat Cleave, only characters with the feat can do the things that feat says. In 4th Edition, once the dailies & encounters were expended there was a feeling that you were left to helplessly flail with at-will abilities because you felt like there wasn't anything else mechanically you could do.
I loved those games but that was frustrating as a player.
I actually like ideas like the stunt mechanic in AGE games. It moves those discrete mechanics off the character sheet, out of the class, & into a place where anyone can theoretically reach. It's not a flawless idea but it does make me think of ways to improve along those lines.
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