7. Finally, if a PC wants to take multiple actions on their turn, or multiple special actions, let them. Each action is at a -5 to the attack roll, check or the saving throw DC, per additional action. An action that doesn't require an attack or check, or impose a save, now requires a DC 10 ability check (also at -5) using an ability score selected by the DM; on a failure, they can't take that action. This uses a -5 modifier instead of disadvantage so that it stacks (I don't want multiple actions to be easier when you are exhausted and blind). I don't expect novice/casual players to understand this rule. It's there for the when they say, "I want to run past all the goblins, stab the chief in the head, and then push him into the pit!" The DM can explain how they can do all that this round at a massive -10 penalty, or they can do less and have a better chance to succeed; maybe just run up this round and stab next round?