I can definitely see this as a Social Option. Level Up's fighter has something similar. When you get to a 2nd level, you get a feature called Steely Mein, where you can choose from having a closed, emotionless mask that others can't read, being a Big Damn Hero everyone flocks to, or being a suspicious bastard that is good at reading other's emotions.
For this game--we should think of a name soon, but I suck at naming--I can see something similar, with a choice of a few options. Everyday Hero, whom the commoners and army grunts trust, or Trusted Warrior, who appeals to people in charge, and probably some other options.
Yeah, I'm a big fan these days of not having a ton of choices to make at every level, but especially if archetype gets separated from classes I'd be down to choose between a couple choices of where in society you fit, if a general "basically anyone that isn't a magical weirdo is relatively comfortable in your presence, and react more positively, with specifics still up to their nature" is too strong.
Optionally, we divide feats into combat, social, exploration, background, whatever, and instead of just getting a feat every two or three levels, you get a combat feat every X levels, a social feat every Y levels, etc. Or combat or exploration feat every X levels and a social or background feat every Y levels.
I'm probably twitchy about this because I found making characters in PF2 to be an exhausting exercise that didn't produce any better resulting PCs than a let bean counting system, so I initially go eeeehhhh, but I did enjoy having class feats and "anything" feats in star wars saga edition, so as long as it isn't too in depth with the feats like PF2, it could be good.
I'm fine with that. This could be an interesting social ribbon.
Yeah stuff like this underpins a lot of my own system, but in a dnd like, it's more of just a tie into the world rather than a source of character and GM levers during play.
Level 1: Fighting School. Choose one of the following options to determine how your character learned to fight, or make your own (with the GM's permission). In your homeland's army; in your town's watch; on the streets; in a specialized training school; as part of a militia; by a wandering mendicant warrior; by an older relative or family friend, themselves a fighter of some renown; completely self-taught and in secret. Name the master under whom you learned your fighting style or someone you always sparred with. This person is a contact and is often willing to help you out, at least for a price.
So the way I like to do helpful contacts, is to say that you can call upon them once without any cost or strain on the relationship. If you ask for something that puts them at risk, or to act outside their comfort zone in a significant way, or call upon them more than once before completing at least a week of downtime in a place where you can interact with them and upkeep the relationship, they may require payment, ask a favor in return (a lever for the GM to complicate things later), or agree but the relationship is now strained and anything to do with them has a cost until you fix that.
If that's too complicated for a minor feature in this game, then yeah fair. It works for my game because every PC has at least 3 contacts, and the same rules apply to allies you make during play.
Depending on how maneuvers are done, your Fighting School could give you one maneuver for free, and any others you get at 1st level would be your choice.
Yeah for sure.
Speaking of maneuvers, have you considered the idea of making maneuvers work like PBTA Moves, with broader application, rather than the sort of martial spell paradigm dnd usually uses?
For reference,
here are the basic moves of Monster of The Week. Translating that to an srd game, they'd roll their attack, and depending on how well they roll, they might be able to do something more complex or might have a complication, like with the Kick Some Ass move. Then, Fighting Styles, Weapon Mastery, Fighting School, etc, would layer on additional Moves.
An example more specialized move, from The Chosen's playbook:
The Big Entrance: When you make a showy
entrance into a dangerous situation, roll +Cool.
On 10+ everyone stops to watch and listen until you
finish your opening speech. On a 7-9, you pick one
person or monster to stop, watch and listen until
you finish talking. On a miss, you’re marked as the
biggest threat by all enemies who are present.
Rolling +[attribute] is as close to skills as the game gets, so when reading moves just imagine a version that replaces that language with 'make a Charisma (Intimidation or Persuasion) check" or "make a Strength Check, with proficiency" or whatever fits the breakdown of how martial maneuvers work. How the variable result works could be done a few different way, like "DC +5 is an advanced success" while DC -5 is a a particularly bad result, and results in between are fairly standard success or fail without modification, for instance. COuld also be a thing where you roll a second d20 using a success ladder, but tbh success ladders without an external DC work best IMO with a dice pool of at least 2 dice.