Yeah, we do incapacitated at 0 hp, stunned at one fail, unconscious at two fails. Then we use RAW for hits at 0 hp. They're not automatically critical hits until you're unconscious, so the "two failed death saves on a hit" rule is effectively irrelevant.Interesting. Do you only go down at death? Do hits still cause 2 failed death saves?
Firing INTO a melee is at disadvantage. A natural roll of 1 in such a situation, of course, indicates possibly hitting an ally (if the non-disadvantaged die would have hit). Likewise, trying to perform a ranged attack while in melee grants the enemy an Opportunity Attack, unless you have the Archery/Thrown weapon style or Crossbow Expert, Sharpshooter or Spell Sniper feat.
So some actions are inherently faster than others, which governs your place in initiative?
Could you provide some details? This sounds like what one of my friends is trying to create and I would love to hear about your rule.
Attached is what we use. It's been subjected to years of game sessions, so it's become habit for my gamers, who don't need a reference sheet anymore. I attached the "handout" as I have a custom DM screen where I can put inserts for players to see in the front 4 slots. The primary purpose was to make combat more unpredictable, and therefore exciting, because turn order is not guaranteed. Secondary purpose was to speed up combats (accomplished because all 5 players, and the DM, are deciding what to do at the same time rather than one at a time, AND they know their character abilities...we've had rounds where the declaration phase took roughly a "real" round of 6 seconds). Tertiary purpose was to empower players so their choices impact initiative.Can I get more detail on this?