If you do build the requisite level of versatility into mostly-at-will abilities you'll probably see some complaints about both fiddliness and being somehow overpowered.I wouldn't mind adding more limited ressources on top of the chassis, the same way the Rogue adds the Arcane Trickster on top. I just worry about the fiddliness of it all.
Yep, it's the space filled by at-will vs resources, really, that's the class-as-template. Rogue is mostly-at-will, Cleric, for instance by contrast, is weak-at-will/some short-rest/heavy on the long rest, and makes an excellent support class that can, fairly easily, roll over into control/blasting and other-pillar utility.He isn't just using the design space occupied by the 1/3 spellcasting though, it's the space filled by, essentially, everything except sneak attack. Expertise, cunning action, uncanny dodge etc etc,
Yep, it's the space filled by at-will vs resources, really, that's the class-as-template. Rogue is mostly-at-will, Cleric, for instance by contrast, is weak-at-will/some short-rest/heavy on the long rest, and makes an excellent support class that can, fairly easily, roll over into control/blasting and other-pillar utility.
It can be played either way - or others. That's versatility. When the party doesn't need traditional support, it doesn't just sit on it's holy symbol.Honestly I find the Cleric to be a pretty awful support class. It's more of a controller who can roll into support from time to time, and most of that support is limited to HP gain.
Using Maneuvers as a model would be consistent, there's a couple of support-ish ones.But let's say I wanted to inject a short-rest ressources into my current build, what do you suggest?
Should I just make Insight Dice (and by extension Signals) into a type of copy of Superiority Dice and Maneuvers?
I don't see an issue turning sneak attack dice into support dice. That math makes pretty linear sense to me. More challenging for this project is balancing the rest against a suite of short or long-rest resources. Personally, I think the monk's Ki makes a fine model for a SR limited resource that's closer to what you need here than the Superiority dice.
I don't think it's an impossible task, but I'm pretty sure that's where I'd get bogged down.
I'm not advocating for two kinds of dice, that would be a nightmare. One kind of die and then a different mechanic is fine from a playability standpoint. I was just comparing Ki to Superiority dice as mechanics to fund limited use resources. I prefer points to dice because you can key more stuff off of one resource. There's more than one way to build the class though. You kind of have that worked in with the differing total die costs for different powers, so we're on the same page.