steeldragons
Steeliest of the dragons
So, going back to the OP (TL;DR most of the rest of the thread and tangential arguments)...
Sounds like what you want is a kind of Champions-esque "build you own" class/game system. Your character is a collection of various proficiencies and skills of various levels
To that end, your character might be created thusly (thinking out loud/off the top of my head):
1. Base Class. Different elements (features, skills, armor, weapons, ability/facility with magic, etc...) need to be fixed to the "base" framework.
e.g. A Fighting Man gives you access to all armors and shields, all weapons, bonus to weapon attacks and physical feats, start with [let's say] 3 starting individual skill/features and pick 2 more every 3 levels.
2. "Theme/Background". A combination of the 5e "Background" and some of the 5e subclass flavor/features might fall in here. Other sets (though less in number and more specific in flavor) of skills might be packaged here that get overlaid upon your base. Say you might pick up additional feature packages at set points as you level up (5th, 9th, 16th, or what have you).
e.g. The Outlander: gives you Survival, Tracking, Nature Lore for a specified terrain, Stealth & Hiding in natural surroundings, Light Armor proficiency if you don't already have it, and a bonus weapon proficiency.
3. Individual skills/features. Single elements that your previous choices permit and/or you add to your character as you level up. THIS is where things can get out of hand with option paralysis as each element is individual, so the list would inevitably get longer and longer the more kinds of characters and abilities they would have grow and grow.
e.g. use thieves' tools, ride/control a mount, special Attack maneuver, learn another spell/weapon, know first aid, etc...
Sounds like what you want is a kind of Champions-esque "build you own" class/game system. Your character is a collection of various proficiencies and skills of various levels
To that end, your character might be created thusly (thinking out loud/off the top of my head):
1. Base Class. Different elements (features, skills, armor, weapons, ability/facility with magic, etc...) need to be fixed to the "base" framework.
e.g. A Fighting Man gives you access to all armors and shields, all weapons, bonus to weapon attacks and physical feats, start with [let's say] 3 starting individual skill/features and pick 2 more every 3 levels.
2. "Theme/Background". A combination of the 5e "Background" and some of the 5e subclass flavor/features might fall in here. Other sets (though less in number and more specific in flavor) of skills might be packaged here that get overlaid upon your base. Say you might pick up additional feature packages at set points as you level up (5th, 9th, 16th, or what have you).
e.g. The Outlander: gives you Survival, Tracking, Nature Lore for a specified terrain, Stealth & Hiding in natural surroundings, Light Armor proficiency if you don't already have it, and a bonus weapon proficiency.
3. Individual skills/features. Single elements that your previous choices permit and/or you add to your character as you level up. THIS is where things can get out of hand with option paralysis as each element is individual, so the list would inevitably get longer and longer the more kinds of characters and abilities they would have grow and grow.
e.g. use thieves' tools, ride/control a mount, special Attack maneuver, learn another spell/weapon, know first aid, etc...