When we were transitioning the game from 2nd Edition, where it started, to 3rd Edition, we had to at some point draw a line on what we could include based on the changing nature of the rules as they were being developed by Wizards of the Coast. With this in mind, we still wanted to be able to include as many of the new feats and special abilities as possible. Therefore, the compromise we made as to what was included seemed to work fairly well for keeping the characters balanced and attractive to the player. We are including the bonus feats for fighters, the ranger's favored enemies, the barbarian's rage, the paladin's aura of courage and smite evil abilities, the monk's stunning fist, diamond soul, and purity of body abilities, the rogue's sneak attack, and a list of 17 other feats as well. Concentration, Disable Device, Heal, Hide, Move Silently, Open Lock, Search, Spellcraft, and Spot.
Skills are very useful as players progress throughout the course of game play.
For example, Heal is a universal skill that can save dying characters from meeting the Grim Reaper at Death's Door. Move Silently and Hide and checked against monster's Listen skills to determine surprise. And what rogue wouldn't be complete without the ability to disarm that nasty trap guarding the treasure. The player can elect to use a skill at any time that it would be warranted, but the AI will also use skills like Spot and Search to find items that may be hidden. In essence, we are trying to give players the best of both worlds without stripping away too much control.