Sollus: The Dark Age
Here is a brief list of the variant (house) rules of 5e Saulus:
- Background Proficiency (DMG p.264). Your character’s background details are used to determine when you add your proficiency bonus to ability (skill) checks. This replaces skills.
- Hero Points (DMG p.264). You receive a number of ‘hero points’ equal to 5 + 1/2 your level each level (leftover points are lost). A point allows you to add 1d6 to a d20 roll. You can also spend a hero point to turn a failed death save into a successful one.
- Plot Points (DMG p.269). You start each session with a single ‘plot point’. A plot point allows you to introduce a plot element (such as finding a secret door, having an NPC appear, or some other non game-breaking twist). You must discuss this twist with the group and get the DM’s approval. The DM may or may not ask that another player add a complication to the twist (for example, if the previous player used a plot point to find a secret door, the other player could add a trap or hostile guardian as a complication).
Other House Rules
ALES Settlement Stats
Each settlement has an ALES rating that summarizes its major traits. Refer to the following table:
|Atmosphere||The political stability of the place.|
|Law||The civil stability of the place.|
|Economy||The economical stability of the place.|
|Society||The advancement of the place.|
Mobs are groups of similar creatures that are partially treated as one creature. A ‘Mob’ has the following properties:
- Share a Hit Point pool. Individual mob creature hit points are added together to form a single HP amount that each creature shares with the others. Dividing the Mob’s HP by the number of creatures in that mob yields the individual HP amount for each creature in that mob. Whenever damage to the mob exceeds that amount, a creature within the mob dies or is otherwise put out of the fight. If an attack’s damage exceeds the individual HP amount, it is still applied to the pool, which means more than one creature in a Mob can be killed by a single blow.
- Share a number of Actions, but fight separately. The number of full actions a Mob can take is equal to the amount of creatures within that mob. This means that during a Mob’s turn, individual creatures can take more than one action at the expense of another creature within that mob using an action. Widdling down a Mob’s numbers reduces its action pool accordingly, making the Mob weaker simply by reducing its action flexibility.
- Still reward the same amount of XP. As a group of individual monsters.