I like option 1 for simplicity and option 4 for how interesting the possibilities are. The only criticism I have of option 1 is that removing the + from accuracy makes the +x weapons way weaker than their rarity suggests. Maybe boost the + to damage to compensate? I'm thinking you could double the bonus (+1 becomes +2, +2 becomes +4, +3 becomes +6) without a problem once you remove the accuracy boost. Unfortunately the 5.5e Vicious Weapon will still outclass the +3 weapon by 1 point on average (and the +2 weapon by 3 points), where before the accuracy of the +x weapons made the decision a bit more nuanced (see my previous post). It might make sense to nerf the Vicious Weapon to 1d6 with an additional bonus on crit.I’m currently mulling over some homebrew solutions on how to give players that satisfying feeling of finding cool, high-tier loot without completely breaking 5e’s Bounded Accuracy over a long campaign. I want items to feel impactful, but I also want to avoid the "static high AC" problem where monsters can no longer hit the PCs.
I’m currently considering some options for a hybrid setup.
1: Decoupling "+" Bonuses from the d20 Roll
Magic bonuses affect everything except the actual d20 roll to hit or defend.
- Weapons (+1 to +3): The bonus applies strictly to damage, not to the attack roll. A +3 Longsword doesn't alter the fundamental probability of hitting the target, but rolling 1d8 + STR + 3 on a successful hit still feels great for the player.
- Armor and Shields (+1 to +3): Instead of granting extra AC, the bonus is converted directly into Damage Reduction (DR). A piece of +2 Chain Mail provides its standard base AC, but reduces all incoming physical damage (or all damage) by 2 points per hit. It solves the high-AC breaker. Characters still get hit at a reasonable, scalable rate, meaning lower-CR monsters can still contribute to a fight. However, the player still feels like an absolute tank because minor attacks just glance off their DR.
Option 2: No Stacking
When keeping +1/+2/+3 bonuses to AC and attack rolls, I need a counterweight to prevent math inflation while staying within a 5e framework.
- Strict Typing & Attunement Limits: In PF1, you had Enhancement, Deflection, and Natural Armor bonuses that didn't stack within the same category. 5e often ignores this, which is how you end up with Bracers of Defense, a Ring of Protection, and a Cloak of Protection stacking to absurd heights. I'm considering a hard rule: you can only benefit from a single magic bonus to your AC at any given time, regardless of the source. Rare cases that stack requires attunment.
Option 3: Replacing Flat Bonuses with "Spendable Currency"
Instead of flat, permanent bonuses, magic items could offer a limited resource pool used during combat.
- Magic Dice Pools: A +2 Shield wouldn’t grant a static +2 AC. Instead, it contains 2 "Defense Dice" (like d4s or d6s, could scale for more powerful items) per short rest. When the character is hit, they can roll a die and add the result to their AC as a Reaction. It gives the player the exact same high-impact feeling of using cool loot, but because it requires resource management (a Reaction and a limited pool), the statistical average of the system stays intact over a full adventuring day. It prevents the passive, un-hittable AC wall.
Option 4: Horizontal Progression via Pathfinder-Style Qualities
Instead of making items vertically stronger (+1, +2, +3), make them broader. That way I could lift the weapon and armor quality systems straight from PF1 (Flaming, Keen, Fortification, Spell Resistance) but adapting them to a simpler structure.
Instead of handing out a flat +2 sword, I’d award a sword with 2 quality points:
I was also thinking of using the pricing system from PF1, but halve bonuses. A +1 item gives zero bonus (but is magical), a +2 gives +1 etc. Think of something to reach +3 (maybe epic pricing.) Mulling over having the qualities (flaming etc.) cost double "plusses". But I'd have a pretty robust pricing system to start from.
- 1-Point Qualities: Adds 1d6 elemental damage (Fire/Cold), emits light, or allows a free skill check with Advantage once per day.
- 2-Point Qualities: Ignores damage resistance, scores a critical hit on a 19-20 (Keen), or grants a single use of a Battle Master Maneuver per combat.
- For Armor: Qualities like Light Fortification (25% chance to ignore extra critical hit damage), elemental resistance, or the ability to use a Reaction to step back 5 feet when an enemy misses an attack.
Beauty - all the options can be combined and mixed. Thoughts?
For option 1 on armor, I REALLY like the damage reduction idea. I think it should probably apply to either all damage or all damage from attacks, with damage type not being considered. Having it apply to all damage indiscriminately would actually make a lot of sense thematically, and help make up for 5e/5.5e's lack of ability to boost non-proficient saves outside of having a Paladin in the party.
Option 3 seems interesting as well, but I'd use either a reaction OR a limited pool rather than both.








