RangerWickett
Legend
I would love to see a game where classes aren't 20 level affairs, but more like "4 useful powers," with prerequisites that are based on whatever the equivalent of "tier" is, but so you can potentially have a lot of suites of abilities that widen your talents without increasing your power.That's the path to either feat option or false choices.
If 5e has taught us anything is that everything isn't swappable. Somethings are not the same same power/flavor or don't have the same design space. If are to make a ne 5e-ish OGL game,its best to learn from the issues of 5end WOTC's management of it.
So like, there'd be, sure, the classic Expert/Mage/Priest/Warrior suite, but they'd only be the "adventurer tier" basic option. You'd get XP that you could spend to learn new abilities in that class, or you could spend a big chunk of XP to add an extra class, but all those abilities would be pretty low-power.
But if you accomplished some milestone (maybe plot-related, maybe just get enough XP), you'd graduate to "heroic tier," and you could start taking classes like "Bard, Rogue; Warlock, Wizard; Cleric, Druid; Fighter, Ranger," etc. Then at "paragon tier" you might get "Arcane Trickster/Shadowdancer, Enclavist/Warcaster, Angel Summoner/BMX Bandit, Juggernaut/Swashbuckler." Or something like that.
Character development would be a mix of "pick a neat cluster of abilities to learn" and "well, I'm done with those, time to pick a new suite to start learning."
You could publish tons and tons of classes, each with the equivalent of 4 levels in a normal class, but they'd all be tightly themed with neat abilities that worked well together.
It just requires planning out a system for how these things can work.