No change to hit chance, reduction by one damage die, plus one damage. Crits on 19/20, on critical causes bleeding (1d6 damage per turn for 3 turns, unless turn is used to close the wound). At the time of creation, this changes ranged basic attack from +9, 1d8+5 /20/ to +9, 1d6+6 /19/20/.
Enchanting / Disenchanting
Taking the homebrew feat "Enchantment" allows players to learn the ritual spell "Enchant Magic Item" to spend Residuum equal to the upper-bound GP cost, and the non-magical item they wish to enchant. The feat will level up based on PC Level as shown below:
Level 1 - Common: PC Level 3
Level 2 - Uncommon: PC Level 5
Level 3 - Rare:PC Level 7
Level 4 - Very Rare:PC Level 9
Level 5 - Legendary:PC Level 11
You gain a +1 to either Int or Wis, up to a maximum of 20
The "Disenchant Magic Item" ritual spell is learnt on initiation to the Mages Guild. This allows the players to obliterate a magical item they have, leaving only Residuum equal in value to the item's lower-bound GP cost in its place.
Enchant Magic Item (R) - 1 hour cast time, Range - touch, no material cost due to residuum use. You mould the upper-bound GP cost of Residuum around the Item you wish to enchant. The item is destroyed and in its place is the Magical item.
Disenchant Magic Item (R) - 1 hour cast time, Range - touch, no material cost due to residuum use. You obliterate the Magic item and retrieve the lower-bound GP cost in Residuum.
A D6 is placed in the middle of the table at the start of the second turn of combat, at 1. Every turn this is raised until it caps at 6. Every player can use this number as a plus on any combat role, both to hit and to deal damage. Regular enemies can choose whether the bonus will be used as a to-hit bonus or a damage bonus (and it must be called prior to the attack), while bosses are considered to be players in this regard.
Hit Point Rolls
Hit point rolls at level up are changed as follows: D6 becomes D4+2, D8 becomes D4+4, D10 becomes D6+4, and D12 becomes D6+6. This is to mitigate the chances of particularly terrible HP rolls damaging the build up of the party.
Roll hit points normally, and if unhappy with the result, take the average.
Rolling a natural 20 maximises damage dice for the weapon attack, and allows a second roll of those dice (without modifiers). This does not trigger for repeat rolls regardless of the text's implication, and the critical hit will be worked out normally.
All looted items will be listed and players can choose to roll a D20 (no mods or lucky) for an item.
Players can reduce their initiative for the encounter (delaying their turn), but cannot take this reduction back, and cannot have an initiative lower than 0. In addition, positive effects cannot be prolonged this way (your turn passes normally), but negative effects continue until your actual turn.
Moment of Greatness
The character expressing the (objectively) most awesome bit of roleplaying each session will receive a to-be determined boon, whether this be in terms of treasure or temporary stat bonuses. DM has veto, but in general this is decided by the players.
Party Skill Checks
Any in-party stealing/tricking/etc needs to be agreed by the players in advance.
Somatic and material components can be used by characters with two-handed weapons.