Game Master Courtesy Rules

This addendum includes several rules that smooth out gameplay to allow for a more interactive adventure.

More Hit Dice Returned
Long rests restore all hit dice. The official rules state only half of hit dice are restored (PHB p.186), however this is often ignored by GMs, and therefore the author shall also ignore it.

Hunting During Long Rests
During long rests, one may choose to hunt instead of eating rations. Passing a Survival check will lead to 1d6 bounties of food which can replace one day worth of rations. The food, however, spoils after one day so any leftovers become unusable. Hunting does not interfere with the other effects of a long rest.

Increased Ammunition Containers
Quivers, Cases, Pouches and other ammunition storages have their capacity increased to 50 if not already at or above 50.

Regenerating Ammunition
Ammunition is fully restored after combat ends and after short or long rests. For example, if you have a quiver with 30 arrows and use 20 of them during an encounter, once that encounter ends your ammunition returns to 30. One would logically pick up all ammunition after a battle passes, and has enough spare time to construct new ones during short rests. This however can’t be used to craft new ammunition, unless said ammunition was found while looting bodies.

Drinking Potions
Potions can be used as a bonus action.

Simplified Item Carrying
Carrying gear goes by a more intuitive system than the typical number crunch. As long as you don’t stuff a 10-foot pole into your pouch or carry 5 halberds, you can ignore solid item container limits, such as the backpack’s 30 pounds limit.

Analysing Opponents
One may try to identify a creature they can see. Based on what kind of creature it is, a player must pass an Arcana, a History, Nature or Religion check to discern several features of the creature. This could range from its place of origin, to possible vulnerabilities or resistances, to general lore. This is a free action.

Creative Fighting
You can attempt to make a skill check during combat as a free action. If it succeeds, it may use an action or bonus action at the GM’s discretion. For example, if you fail to topple a bookshelf over an enemy, it won’t cost you anything. If you succeed, however, you may have to spend an action to do so.