Alternative Armor and Weapon Enhancement (3.5e Variant Rule)

This variant rule is based on useful pluses but was reworked and clarified.

Weapons
A +X weapon add +X bonus to attack rolls and increase the base damage of the weapo in the following way: You add the weapon base damage dice to the enhanced weapon as extra damages for each +1 the weapon have. By example a +1 greatsword deal 4d6+other modifiers while a +2 greatsword deal 6d6+other modifier. These extra dices are not multiplied by critical hits.

Since weapon size scaling get kind of crazy damage-wise, the added dices is always based on the medium version of the weapon. (so a large +2 dagger would deal 1d6+2d4+other modifier).

Maths: +x enhancement bonus to attack, +y times x to damage. (+1 dagger would be: +1 enhancement bonus to atack, +1d4 to damage.)
 * X is the weapon enhancement bonus.
 * Y is the base weapon damage dice.

Armor and Shields
Armors still add +X enhancement to AC. However at each even bonus the armor Max Dex Bonus increase by 1, at each odd bonus the armor check penalty is lowered by 1. At each bonus beyond 1, the armor's arcane spell failure is lowered by 5%.

Unscaling Weapon Enhancement
Things like flaming and shocking are rather useful at low level but quickly lose punch compared to other enhancement like keen. Weapon enhancement such as Flaming, shock and their cousins now deal weapon's enhancement bonus/1d6 instead of a flat 1d6 in appropriated energy damage (so a +5 with a flaming enhancement would deal +5d6 fire damages).

Bane work differently (as it bonus is always rather useful), for each enhancement bonus past 1 choose another type or subtype. Bane now apply for this subtype in addition to any previously selected subtypes.