Homebrew Systems
Optional homebrew modules layered on 5e: the Critical, Event, Sea Ecosystem and Boss systems.
20 of 20 entries
Critical System — Graded Success & Failure
A critical schema built on top of the SRD 5.2 / 2024 rules, branching by action type. The "Blade Complications" philosophy expanded to the entire game.
Critical System — Revision History
File: 12KritikSistem5e.md old name: 10KritikSistem5e.md, see K20 · This log: 12KritikSistemREVIZYONGECMISI.md see K22
Event System v2 — Chance Die and Location-Based Events
Original DM tool · D&D 5e 2024 compatible · Compendium file no: 13 · Revision 2
Revision Notes
Record of all changes made in this session. Format: file → change → rationale.
Results Report — Event System Development Session
Compendium file 10 · 10OlaySistemi5e.md · 4 revisions
Sea Ecosystem — Work History and What We Did
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14 — SEA TRAVEL SYSTEM (5e / 2024)
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15 — NAVAL COMBAT SYSTEM (5e / 2024)
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16 — Trade and Professions — Economic System (5e / 2024)
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Multi-Phase Boss Framework
A modular multiphase boss design tool built on the 09 series' role contracts and Key system. Not a rulebook — a toolbox: for each boss, the trigger, HP structure, change axis, and
Revision History — Boss Design and Balance System
This document records the project's development from scratch to today in chronological order. Each step: what was done, which file was produced, which decision was made.
Boss System Stress Test — Simulation Report
Two bosses Bone Puppeteer · T2 two-phase, Peak Tyrant · T4 three-phase were tested with six separate parties. Each battle was resolved round-by-round; damage/turn values were calib
Telegraph Round — A/B Test Report
Proposal: "Turn the telegraph round at the Transition Moment from optional to mandatory" the boss's first round after a phase transition stays below the full damage band. This repo
Scalable Boss Balancing System
As the number of multiphase bosses grows, testing each one by hand becomes impossible. This document establishes a three-layer balance system that every new boss automatically pass
Difficulty Tier System
A four-tier difficulty layer. Boss data is always Normal — a single source, an untouchable reference. The selected tier applies a modification layer on top of it. Philosophy: hybri
System Status Report — Four Tiers, Four Difficulty Tiers
The system was tested end-to-end with four bosses from T1 to T4 and four difficulty tiers. This report measures consistency, documents fixes, and assesses whether the system is rea
SRD Boss Adaptation Report — Eight Existing Monsters
Eight iconic monsters from the D&D list SRD 5.2, two per tier, were adapted into the multi-phase boss system. All were run through the Normal checklist and four difficulty tiers. B
System Tax Report — Original SRD vs Multi-Phase Boss
How much does the new boss system "harden" the game? Three states of eight monsters were compared: A Raw SRD single stat block, single HP pool, B Solo-adjusted SRD action economy c
System Weakness Analysis and Improvement Report
So far, every test has asked "is the system working?" This report does the opposite: "where does the system break?" Six weakness hypotheses were formed, each tested separately, the
Improvement Round Evaluation — Test 5, H1, H2
Three items were addressed in sequence: 1 Test 5 archetype cliff added permanently to the checklist; 2 H2 fragile-party exclusion narrowed further; 3 H1 Hard/Deadly tier inconsiste