I was thinking about the households for a game if planned to DM and I remembered an idea I thought up.
A counterspelling meta
Look, if you want to make counterspelling fun, please don't make it save-or-suck.
The best counterspells aren't counterspells.
1. A counterspell that replaces damage dice with d4s ("stifle"). The creature whose spell is countered gets to reroll damage dice on their next spell.
2. A counterspell that changes a target of a spell to a random valid creature (if aoe, it centers on this random creature). Caster can save repeatedly to make it pick a different random valid creature until happy or fails the save (DC increases by 1 each time).
3. A counterspell that changes a spell to a random spell from $table$, based off of the school of the spell, with the same targets. Caster can save to reroll the random spell repeatedly (DC increases by 1 each time).
4. A counterspell that delays a spell for at least 1 round. (if you have cover when it goes off at the end of the original caster's next turn, you avoid it). Caster saves each round to release the spell (DC decreases by 1 each time).
5. A counterspell that includes the caster of the spell in the effect of the spell.
6. A counterspell that does $element damage to the caster, forcing a concentration save to finish the spell. If the spell is finished and the damage matches the spell damage, the damage is done again.
7. A counterspell that does something always, but does something extra if you match schools of the spell being countered.
None of these make the spell cast "go away". So instead of magic combat becoming "nothing happens as counterspells fly", we get the game narrative changing and advancing in a way that isn't "you have fewer spell slots".
The ideal counterspell should
a) Ensure that the game state has changed in an interesting way after it and the original action have occurred.
b) Be significantly different if the spell cast doesn't match the spell details you expect them to cast, allowing counter play.
c) Doesn't "do nothing" even if the spell cast doesn't match the spell details you expect them to cast. Reduced effect is ok!
Treat spell slots and actions as narrative chips to spend. When spent, try to have something happen.
(This is also true of MTG: "deflecting swat" is an infinitely better counterspell than "counterspell" in design if not power).
Freezing the narrative is boring, as is
this did nothing because a check was passed.
(Ideally we'd apply this to martial PCs as well.)