Let's see. I do use alternate rest rules from the DMG but also house rule that any spell that lasts more than half an hour gets duration multiplied by 5.
Others are pretty simple:
So that's it. Just convenience things that don't make much difference in actual play; bonus action to drink a potion probably has the biggest impact. The issue with a ton of house rules that change the nature of the game is that without a lot of playtesting you aren't going to really understand the impact. Even if it works for one group of people, it may not work for another. If I'm playing D&D I want it to feel like D&D, not someone's homebrew game system.
Others are pretty simple:
- Ability score adjustment items: add to, but do not replace ability scores. Anything that's capped at 20 max or less doesn't require attunement.
- Bag of Holding: require an action to retrieve an item.
- Bows: you can use either strength or dex, they are finesse weapons.
- Heward's Handy Haversack: retrieve items as normal.
- Potions: drinking a potion is a bonus action.
- Raise Dead/Resurrection: raise dead is not as simple as casting a spell, resurrection is practically unheard of. This is done mostly to keep in line with the Norse mythology where even gods can die.
- Thrown weapons: you can draw them for free and throw multiple every turn. I assume you have either a bandolier or quiver of some sort to hold them.
So that's it. Just convenience things that don't make much difference in actual play; bonus action to drink a potion probably has the biggest impact. The issue with a ton of house rules that change the nature of the game is that without a lot of playtesting you aren't going to really understand the impact. Even if it works for one group of people, it may not work for another. If I'm playing D&D I want it to feel like D&D, not someone's homebrew game system.