Secret Death Checks: All death saving throws are made in secret by the GM.
Resting: Long rest must be in a safe place, or hit points are not returned. Safe is defined as no passive enemies within a mile. GM will make the determination.
The Disengage: Disengaging from combat is too hard. Disengage is still an action, and prevents all attacks of opportunity. However, it can be used as a bonus action as well, and grants disadvantage to all attacks of opportunity. Giving more ability for people to retreat!
Improved Crits: The first damage die set is maxed, and you only roll the second set. Ie, if the damage is 2d6, you get a crit, the first 2d6 is max (12), and then you roll 2d6 and add that normally.
Level 1 Feat: You get one.
Ability Score Increase or Feat?: Should you take an ability score increase or a feat? Why not both? ASI for a stat at 4, 8, 12, 16. Feat anywhere ASI's are normally mentioned.
Healing Potions: If you drink a healing potion in a bonus action, standard roll applies. If you drink it in an action, max is returned, and if you use it over the course of a short rest it is maximized and the first hit die used to heal is also maximized.
Monster Conditions: Bloodied. Half HP is bloodied.
Minions: From D&D 4th Ed. Monsters that are added that are way under the characters power level, and their HP has been updated to 1 hp, which means that if they're hit, they die.