Horwath
Legend
Bounded accuracy in 5E works very good. Most of the time.
Problems start with +X items for attacks, ACs, saves and DCs.
Sure, magic items are optional, but people do love them. And DMs like to design and hand them out.
Also every published adventure has them. So it is hard to keep them out of the game.
Instead of +X to attack and +X to damage, weapons should give +1d6 damage per X.
That is, a +2 weapon should add +2d6 damage per attack.
Magic armor should reduce all damage taken.
Damage reduction of 2 per +X of former AC bonus seems OK, too much DR and it would make small attacks non-issue.
for items that raise DC and spell attack, +1d6 per damage/healing roll of the spell could be enough. or scalable with spell levels:
+1d6 per former +X for cantrips and spell levels 1&2
+2d6 per former +X for spell level for spell levels 3,4&5
+3d6 per former +X for spell level for spell levels 6,7&8, and
+4d6 per former +X for spell level 9
I.E.
+2 bloodwell vial would give sorcerer +2d6 damage for firebolt cantrip or burning hands,
+4d6 for 3rd level fireball
+6d6 for 6th level upcasted fireball, and
+8d6 for 9th level upcasted fireball.
non damaging/healing spells could have their duration increased instead. If necessary at all.
1min spells would add 1 round per +X
10min spells would add 1 min per +X
1hr or longer spells would add 1hr per +X to max of 24hrs
all other items with +X AC or saves should be removed.
Cloak/ring of resistance/protection could be:
after a short rest pick a saving throw you are not proficient.
you gain proficiency in that save while you are attune to this item or you change type of save on next rest.
Problems start with +X items for attacks, ACs, saves and DCs.
Sure, magic items are optional, but people do love them. And DMs like to design and hand them out.
Also every published adventure has them. So it is hard to keep them out of the game.
Instead of +X to attack and +X to damage, weapons should give +1d6 damage per X.
That is, a +2 weapon should add +2d6 damage per attack.
Magic armor should reduce all damage taken.
Damage reduction of 2 per +X of former AC bonus seems OK, too much DR and it would make small attacks non-issue.
for items that raise DC and spell attack, +1d6 per damage/healing roll of the spell could be enough. or scalable with spell levels:
+1d6 per former +X for cantrips and spell levels 1&2
+2d6 per former +X for spell level for spell levels 3,4&5
+3d6 per former +X for spell level for spell levels 6,7&8, and
+4d6 per former +X for spell level 9
I.E.
+2 bloodwell vial would give sorcerer +2d6 damage for firebolt cantrip or burning hands,
+4d6 for 3rd level fireball
+6d6 for 6th level upcasted fireball, and
+8d6 for 9th level upcasted fireball.
non damaging/healing spells could have their duration increased instead. If necessary at all.
1min spells would add 1 round per +X
10min spells would add 1 min per +X
1hr or longer spells would add 1hr per +X to max of 24hrs
all other items with +X AC or saves should be removed.
Cloak/ring of resistance/protection could be:
after a short rest pick a saving throw you are not proficient.
you gain proficiency in that save while you are attune to this item or you change type of save on next rest.