<...a bunch of ideas that obviously took a lot of time and thought but that probably aren't the best in practice - see below...>
Magic Items, Weapons, and Armor
Magical items can change shape and size to fit any character
This is a bit more generous than I'd use, but OK...
and can
also trade their magical properties with similar items. During a short
rest, you may exchange magical or non-magical properties between two
items by touching one to the other. For example, a +2 sword touched to a
mundane bow would result in a mundane sword and a +2 bow.
But this is a complete non-starter. In effect, what this means is that once a character has one magic weapon it has a bunch of them...just pick the one you need for the situation at hand. Bleah!
Though the opportunities for thievery become brilliant! I'm a thief, I know (or suspect) you've got a +2 sword, and by the time you wake up in the morning I've got a +2 rapier and you've got a hunk of sharp metal. I then sell said +2 rapier and buy a mundane one, pocket the difference, and call it a night's good work. Lather, rinse, repeat until before long I'm stinkin' rich!
TallIan said:
That is getting close to equipment based leveling, ie "My level 1 fighter is bad at fighting because he can only use a short sword. My level 10 fighter is ok at fighting because he can now use a longsword. My level 20 fighter is great at fighting because he can use a great sword."
Yeah, that's where this idea falls apart. What would be better is forcing some sort of choice at any level - OK, at 1st level I can use greatsword but gawds help me in tight quarters, or I can use dagger which is great for close-in work but kinda hopeless in the open field, or I can use a mace instead and bludgeon them instead of slicing them, or ...
Then at higher levels you can slowly fill in the gaps so by, say, 10th level you're up to 6 or 8 proficiencies and by 20th level you can pretty much use most normal weapons and maybe even a few exotics.
Lanefan