Bonus-action potions. Potions may be self-administered with a bonus action. Using your full action will automatically maximize the efficacy of the potion (i.e. max roll).
Flanking. Flanking gives advantage to hit, unless the creature has exceptionally high Perception.
Meta-combat round. Each round of combat may have a one-minute player phase where meta strategy can be discussed. During combat, collaborating is encouraged via what can reasonably be articulated by a character, but lengthy discussion is discouraged.
Exploration and Movement
Jumping downwards. Characters can safely jump downwards 10 ft without taking fall damage. For every x additional feet, a DC x Athletics check is required to prevent fall damage.
Pragmatic encumbrance. Track normal encumbrance and abide by sensible carrying capacity restrictions. We won't hyper focus on it. Just be pragmatic.
Spellcasting
Spell scrolls for all. Any class may attempt to use a spell scroll. If the spell is on your class list and of a level you can normally cast, it triggers perfectly, but if it is of a higher level than you can normally cast, you must pass a DC 10+(Spell Level) check using your spellcasting ability modifier, else the spell fizzles. If the spell is not on your class list, you must pass a DC 10+2x(Spell Level) check using the higher of your spellcasting ability modifier, if relevant, or your intelligence. A spell that fizzles will still consume the scroll.
Death and Status Conditions
Dying Status. Unconscious status is boring, so hitting 0 HP enters you into the dying condition unless otherwise stated.
Immediately fall prone. You cannot end the prone status while dying.
Roll death saving throws at the start of your turn like normal.
You may use your action, bonus action, or reaction. However, each usage generates 4 levels of revised exhaustion.
General
Quick rulings! We'll make quick rulings for most rule disputes. Make a note of the questions for later, so we can get a proper ruling for future cases.
Track your loot. Keep tabs on these. Gold and silver currencies will be used (1gp = 10sp). Some valuable loot like may be assigned a currency value and immediately liquidated. Others might need to be actively sold.