We use max stat of 18* and magic items max at +1 bonus to hit.** At the end game that is an effective -3 to -4 penalty compared to how I see a lot of people are playing.
*We are thinking of going to max stat of 16 for our next campaign.
**On hindsight I would have removed to hit bonuses completely but I had already given out +1 items
I like the 18 max. Maybe it should be the default.
Moved chainshirt to light armor so base light armor can stay at deafault of 17. 10+4+3.
new vicious weapon seems great to replace +X weapons to keep bounded accuracy
same goes for armor and saves
magic weapons:
common: +1 damage
uncommon: +1d6 damage
rare: +2d6 damage
very rare: +3d6 damage
Legendary: +4d6 damage
armor;
uncommon: 2 damage reduction from attacks
rare: 4 damage reduction from attacks
very rare: 6 damage reduction from attacks
legendary: 8 damage reduction from attacks
Cloak/ring or resistance:
+1 damage reduction from attacks
gain proficiency in one or more saves depending on rarity of item
can change them on short rest.
Uncommon: 1 saving throw
rare: 2 saving throws
very rare: 3 saving throws
legendary: 4 saving throws
spellcasting focuses:
in addition to class specific bonus:
common: +1 damage or healing per spell level to one damage/heal roll
uncommon: +1d6 damage or healing per spell level to one damage/heal roll
rare: +2d6 damage or healing per spell level to one damage/heal roll
very rare: +3d6 damage or healing per spell level to one damage/heal roll
legendary: +4d6 damage or healing per spell level to one damage/heal roll
*cantrips are counted as 1st level spells.