EscherEnigma
Adventurer
I can imagine that climbing cleats would negate the danger of ball-bearings. But outside of suitable environments (snow, muddy-but-not-too-muddy ground, etc), they'd also give a movement penalty.
But seeing as you can avoid the dex save of ball bearings by moving half-speed already, I'm not sure this provides much of an advantage.
If I wanted to provide advantage, I'd probably go towards magic. Let's say... boots or slippers or something that lets you levitate an inch above solid ground. That doesn't avoid very many hazards (most difficult terrain would still be difficult), so (as a GM) I probably wouldn't make it require attunement. Assuming that magic item creation is setting and adventure appropriate, I'd allow it's creation.
But seeing as you can avoid the dex save of ball bearings by moving half-speed already, I'm not sure this provides much of an advantage.
If I wanted to provide advantage, I'd probably go towards magic. Let's say... boots or slippers or something that lets you levitate an inch above solid ground. That doesn't avoid very many hazards (most difficult terrain would still be difficult), so (as a GM) I probably wouldn't make it require attunement. Assuming that magic item creation is setting and adventure appropriate, I'd allow it's creation.