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r/rpg • … • u/Raikoin

Building on D&D 5e stronger pillar

I fairly common opinion is that D&D 5e only really does one thing well, fantasy dungeon crawling. So instead of trying to force other things to work as well as the combat side I've been working on a project to try and and reinforce what I consider one of the weaker parts of the strong combat point of 5e:

Big singular boss monsters always tend to just sort of fall over and die due to action economy or borderline party wipe with massive burst damage on their turn.

What I've done is decouple monster stats from, well, the monster and instead have a scaling system for the monster based on the average player level and the number of players. This includes everything from attack bonus, AC, hit points etc through to number of actions per round and number of specific actions.

Here is a link to the document on DMsGuild (it's free) if you want to take a look: [DMsGuild Page](https://www.dmsguild.com/product/355978/Scalable-Boss-Fights--Set-1)

At the moment I'm hoping to spark both feedback and discussion around the approach I've taken but also some discussion around when to homebrew and when to find a new system. Should homebrew content for games be trying to build on the strongest foundations a system offers or be trying to patch the weak foundations that are lacking in the core rules?

Do you like seeing new content for what a system does well or do you like seeing content to help shore up the weaknesses of a system?

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