Campaign Rules
This campaign will, for the most part, follow the rules of 5th Edition Dungeons and Dragons. However, there are a few rules that will be different from rules as written.
Death Saves
When you are dropped to zero hit points, you go down as usual. Death saves are a success on a 11 or higher, and a failure on 10 or lower, making it a true 50/50 chance.
Being Revived
Typically, restoring any hit points to an unconscious ally will reset all death saves. Here, however, that is not the case. One successful save remains when you are revived, and all failed saves remain when you are revived, meaning there is more of a risk to healing small amounts of health to downed party members. However, the failed death saves can be removed. If you are healed to 10 or higher hit points, one failed death save is removed. If you are healed to 20 or higher, then two failed death saves are removed.
You can only ever have one successful death save carry over from being downed. Death saves reset upon completion of a short or long rest.
Healing Potions
Healing potions can be drunk as a bonus action or as an action on your turn. If you drink the potion as a bonus action, you roll and recover hit points as normal. If you drink the potion as an action, then you recover the maximum number of hit points for the potion. (For example, you would recover 10 hit points if you drink a Potion of Healing as an action, but you would roll 2d4 and add 2 if you drank it as a bonus action.)
To have a downed ally drink a potion, you must use an action, and roll for the hit points as normal.
Flanking
Ordinarily, flanking provides advantage to someone if they have an ally on the opposite side of the enemy they are attacking. Here, flanking provides a +2 to the attack roll. If an enemy is completely surrounded by allies (all adjacent spaces are occupied by an ally), the attacker instead gains a +5 bonus to their attack roll.