Rules And Such!
Optional Rules:
First off Inspirations: In 5th Ed it says you can never have more than one. Middle Earth seems all about heroes doing great deeds because they are inspired by each other, ideals, the want to fight the Shadow. So I'm thinking of raising this limit. I am thinking of allowing each and every character to have up to three. Remember 1st lvl characters automatically start with 2.
Critical Hits: I am thinking of only characters/ PC's only having critical hits on a natural roll of 20. It seems the heroes in the books were able to deal out great amounts of damage while they were able to withstand many/ multiple blows and continue fighting. That is not to say PC's can't die because they can but it just makes this a little harder. Think of Boromir's stand.
Now when monsters roll natural 20's they can claim a call shot which allows them to use a special quality from there weapons (e.g. an Orc's bent sword allows a disarm attempt- Str check vs strength check). This way they still can get benefits from a natural 20 but makes it less lethal.
Fumbles: When you roll a natural 1 one or two things can happen- 1.) you may stumble/ over extend yourself (Roll a dex check vs DC 10) and therefore you loss your next round action recovering. I will allow to keep your Dex mod for AC unless you roll another 1 on the save; 2.) your strike is so poor you may notch your blade! Roll a Save verus DC 15 for normal blades, DC 10 for dwarf Forged blades, and if magical they get to add their pluses to the saving throw and always save at DC 10.
Notched blades are minus to 1 to damage so if you roll 1d8 for damage and roll a 1 it is zero damage. Can still add str mod to damage. The weapon must be fixed using smith's tools and takes a long rest to do so. Aplayer character proficient in smith tools can do so for free. A smith in town will charge a number of copper pennies of the weapon's original value to fix it. Magic weapons must be reforged in places of power like Erebor or Rivendell.
For Bows if saved is made only the string is broken. If it fails the bow itself. Regular bows save at a DC 10 Elven bows DC 5.
Shields Shall Be Splintered: With my house-rule, you get the usual +2/4 to your AC with a shield. However, any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don't take any damage from that hit. It's quick, it's easy, and it's valuable. You may see the roll of damage before you declare using it. In some instances like vs dragons breath you may say the shield absorbs this allowing you an automatic save for half damage but your shield id burnt and useless.