I'd just got with +1 to attack for 14 or higher, +2 for 20 or higher, +3 for 30...
So this means for players, they only need a 14 in their primary to be considered competent. Stat bonus to damage will be the symbolism of further expertise. Keep Dex as it is to defenses, but use Proficiency bonuses to make sure this balances properly still for expected chance to hit.
I sort of agree.
I'm thinking let the to hit bonuses come from equal amounts of level/feats, natural ability, and magic.
Level bonuses to hit were too high in 4e and ability bonuses in 5e will be too high. Equal them so that ability scores aren't too important.
I would go for something like 10-12: +0, 13-15: +1, 16-19: +2, 20-22: +3. That means that starting characters can hope for +2 at best (and it's easy to get). +3 is reserved for higher levels and is at the high end of the spectrum.
Same, of course, should apply to Dex bonus to AC.
Details, please!I've played around with doing this in 4e, and it seems to work reasonably well there.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.