The bloody shoreline/House Rules
Spell components under 1GP are ignored. Spell components under 50GP can be written off as a GP cost when the spell is cast. Other components must be purchased in advance and written on the sheet.
Rule of Cool
Doing something cool should result in advantage. In the case that your 'cool' thing involves trying to do damage with something other than your weapon, it'll still use your weapons stats - I don't want to make doing something cool less viable just because the numbers are lower.
In the case where the cool thing would infer some kind of penalty (ie. I smash my whiskey bottle in his face to blind him), I'd apply the blinding effect, but your standard weapon doesn't do that, so I'd run it like a normal improvised weapon.
So TLDR, it's situational, but for the most part it'll be just as effective, if not more effective from the advantage.
Receiving DM inspiration happens as usual (ie. Good RP, unique resolutions). Feel free to call me out for not awarding it. I hope the coins will remind me to, though. There is also an added thing we'll be doing in this game.
At the start of each session, each player writes a note of three things they want their characters to achieve. These can be long term, short term, a mix.
A completed goal awards inspiration, as do large steps made towards a long term goal. The standard rule of "If you have inspiration, you can't gain it" still applies, though!
These can be simple ("It's been a while since <character> got some, short term goal for this session is to get laid") or not so simple ("Arya has a list of names she repeats to herself every night" -- crossing a name off the list will award inspiration). The aim is to make characters have actual goals and things they want to get done.
Out of combat rolls
I want to try to minimise out of combat rolls somewhat. Some will still apply, but if you're not in a super rush, most things aren't really hard enough to require a roll. They really just add busywork and don't contribute to the experience. Especially if you use natural 1/20 rules. Imagine if in reality every time you cooked dinner there was a 5% chance that it's totally inedible (or poisons everyone. Or burns down your kitchen). That's once every 3 weeks.
Trying to jump over a wall while not being chased by the cops? 10+acrobatics. "Failure" on something like this literally just adds time. Ie. DC on the wall is 15, 10+acro is 12 == success, but it takes 18 additional seconds (ie. rounds equal to amount missed by).
While exploring a dungeon, while walking around, each PC picks an action and we assume 10 on it. Looking for enemies, checking for traps, drawing a map, etc.
I realise that this might feel unfair if a trap is triggered even when someone has specified that their action is the check for traps, but I'll going to be lowering the DC by 5 to accommodate the lack of rolls (so insisting on a roll would only increase the DC by 5 and still probably result in a fail). We'll workshop this as we go anyway.
In my notes, I'll have DCs, followed by names and a blank spot that I'll update. I will have a 'master' sheet with compressed stats for each PC. Players will check over the numbers at the start of sessions (while writing the inspiration note on the sheet).
Bursting into a room
AKA "A kick down the door roll".
When the group busts into a room, there will be a general description of a room that everyone gets (ie. everything that's obvious as fuck), but each PC assigns something that they're looking for and a Perception check is rolled.
If you choose "looking for enemies", this means that you're looking for something hidden in the rafters, out of view of the other PCs, and generally any enemies that aren't totally obvious.
If you choose "looking for traps", you'll still know about obvious enemies, but also look for traps (instead of perception check).
If you choose "unique features", you might realise that the orb on the table is doing something odd and is probably more than decoration. Or that the eyes on the painting are moving. Etc.