So, I have been thinking about resource management. One think DDN has done really well, so far, is giving every class neat, unique, and interesting ways to manage their resources.
A fighter has to think about two resources: his reaction and his Martial Damage Dice. On one hand, he will frequently have to choose between using a reaction or saving a reaction to parry, make an opportunity attack, or do something like use the protect maneuver. Then, on his turn, he has to choose between using his MDD to deal damage or stack on rider effects. Whenever he does so, he has to think about multiple different rider effects that he can stack on. This seems great and interesting.
The monk doesn’t need to worry about his reaction nearly as much. He doesn’t get as many options in that regard. But, the same principles apply in regards to the use of the MDD on his turn, and he must think about when to use his daily ki ability. This too seems great and interesting.
The rogue is a different creature entirely. Your scheme grants an ability that requires a fair amount of thought when it comes to positioning yourself on the battlefield. This isn’t exactly a resource, but it requires the same amount of consideration in play. (For example: how can I sneak up on my foe so that he will be unaware of my presence? How can I gain advantage? How can I get an enemy to attack me and ensure that, statistically speaking, it will miss? Or, should I use my reaction to impose disadvantage or should I save it for an opportunity attack?) Then the rogue gets a unique method of using the skill die. It can expend the skill die (losing the ability to add it to rolls) in return for pulling off an impressive trick (and there are multiple tricks it can potentially pull off). Once again, this seems unique and interesting.
The wizard, meanwhile, gets its daily resources. It must choose what spell to cast (from a large number memorized), what slot to use, and must consider the fact that whatever slot is used that slot is lost for the rest of the day. Again, this is unique and interesting.
The cleric gets a mix of casting ala the wizard (though with a different list) and its domain ability (which largely acts as a binary “when should I use this limited resource power that I have"). Again, this is unique an interesting.
Now, for the most part, I really like the direction the barbarian is heading. But, there is one complaint that I think seems fair: it doesn’t really manage any resources that make it as interesting to play at the table as any other class. It has to choose when to rage, and once it rages it has to choose how to move/who to attack so that it won’t end up losing its rage. That is cool. I would rather the rage was not a daily mechanic (as I feel that the mechanic is starting to get overused between ki powers, domain powers, and spellcasting), but I can deal with it. But other than this choice it doesn’t have much else. It doesn’t have a list of powers which it can choose to use or not use from round to round; it has only one power (reckless attack). It doesn’t get any other facets to consider until level 11 when it gets channel fury and then level 18 when it gets unchecked fury. This leaves someone playing this class with a lot less to consider. I don’t find that nearly as interesting.
I really like the theme behind the barbarian. That is to say, I like the way your choices amount to a consideration of “do I want to use a powerful attack at the cost of placing myself at risk.” But, there needs to be a more robust list of choices from round to round earlier in the characters lifespan. Personally, I would rather the rage mechanic also moved away from a daily mechanic and more towards some new/interesting resource management system. Maybe using a rage costs a Hit Die, for example? Or, maybe keep the rage on a daily limit, but then allow barbarians to receive an extra use of a rage per day by spending a Hit Die? Maybe give barbarians some shouts they can use from round to round, adding to their list of potential options when it comes to their action economy? Maybe allow them to expend Hit Dice to gain damage boosts (at the cost of being able to heal themselves between fights)? I don’t know. But, compared to everything else, this is the one area where the barbarian seems lacking.