These may not be kept up to date. We are using roll20 to play. We keep what rules we are using up to date there.
Character Creation
Rolling Statistics
The chosen ones roll 4d6. Reroll any ones. Keep three of the dice. "/roll 4d6r<1dl1" Do this seven times. Choose six of the seven results to use as your stats. Assign these six results to your statistics in the order of your choosing. After rolling you may elect to use the non-standard array of 15, 14, 13, 12, 10, and 8 instead.
Character Options
I will consider any material published by WotC for 5e. I might be open to options from other publishers. Discuss with me what you would like.
Health
Determine your character's maximum starting health and double it. This is the player character's health at level one. Roll as normal for every level after the first. Reroll ones (1). Take the average health each level if it would be higher than the result of the roll.
Starting Funds
Roll for starting gold. If this is less than the average, then take the average. Alternatively, take a starting kit. This is up to the player to choose which of the two they wish their character to take.
Proficiency Tools
Everybody gets one free proficiency kit to start along with the knowledge to use it.
Equipment
Ammo Tracking
Pay to restock. We will not track basic ammunition.
Encumbrance
We will not worry about encumbrance for now. Because of this, there may be times the GM will step in and declare an item or a selection of items as too heavy to be carried.
Attunement
For now, player characters are limited by their ability to actually use all of their attuned items at the same time. For instance, if somebody has only two hands and two attuned items that require a free hand to use, that character would need to unattune one of those two items before attuning another magical item which requires a free hand to use.
There may be side effects to attuning more than three items at a time, but nothing that will outright prevent attuning more than three.
Sentient Equipment
There is a limit of one per character.
Combat
Initiative
In the case of a tie, the player characters acts first. After that, Dex will be the tie breaker. The game is setup to where Dex sorting is handled automatically.
The DM will move the player characters in the initiative tracker after hitting the Descending button if any NPCs of a tied result was set ahead of a player character.
Advancement
Experience
I plan on awarding experience for Milestones.
Milestone experience will be loosely based on defeating one or more monsters through any means along with additional experience for story beats. Substantial aid from NPCs will see the calculated monster experience split between the player character and the NPCs. For all intents and purposes, this will look like straight milestone experience. I am merely sharing what I plan to base milestone experience on so the players have some idea of what to expect.
Hero Points
We will be using the Hero Points optional rule. The rules for Hero Points are on p264 of the Dungeon Master's Guide
Additional Rules
Various rules are a bit more involved than what can be covered on this page.