Originally Posted by
T.G. Oskar
...
But, these merely require choosing more class features, and they're mostly permanent until you gain a level. A hypothetical Binder essentially changes its subclass daily. Think about the Rogue replacing the first level of its subclass every day: one day the Rogue's a Thief, the other an Assassin, the next a Mastermind, then back to Thief. You can't change it until the next day, so you need to choose very carefully what's your focus for the entire day. Or, as a choice that reflects closely what you'd intend - the Barbarian's Totem Warrior. You're supposed to mix and match the options of your Totems as you gain levels: you don't have to go full Bear, or full Eagle, or full Tiger. You can, theoretically, mix and match stuff. The Totem Warrior's options are still locked in a way - this would make your options change daily. And they wouldn't be just like the Totem Warrior - they'd be closer to domains, since they define your bonus proficiencies and some of its traits.
I understand mix and match can be fun - it's half of the fun for those who like system mastery. But the system was designed towards simplicity: don't clutter the system with a lot of options. Right now, you can define which options don't work and which one work better, but the distance between optimization ceiling and floor is much, much smaller. This is the system's attractive, IMO. If you make a class whose entire purpose is redefining itself daily (with an ability check that essentially defines if you're going to have an extra flaw for the day or not), it'll be cool and interesting, but it'll be a nightmare for newbies who might find it cool, and will cause a reaction similar to the Truenamer (not exactly, since at least the mechanic would be solid and not broken, but in terms of feel because people will see the class needlessly complicated).