Oh, i definitely agree about the buffing. If you look in the monster manual, all monster/creatures have hit dice that determine their hit points. I like goblins so we'll use them as an example. They have 2d6 hit dice which averages 7 (rounded) hit points. I think it would be cool if they used an RNG feature for every normal goblin to have anywhere between 2 and 12 hit points (2 being the lowest you can have with 2d6 and 12 being the most). They have a 10 constitution so they don't get any bonuses. If you have named goblins, or boss goblins, or 'leader' goblins...basically any goblin that needs to be a little stronger, give it a class level like fighter which will give it 1d10 more hit points and/or make its average hit points per hit dice only range in the top 50%; so instead of 1-6 their RNG would be 4,5, or 6 of the d6 dice. Or just max hit points within their hit dice. You could also give that goblin more constitution since its the bigger/badder/leader,etc. Just don't add on any hit points that would be more than their hit dice + constitution modifier. Then it is no longer D&D IMO. All enemies hp needs to fall within the standard rules.
My argument is that I don't want normal, average goblin fodder to adjust to character level and have like 50 hit points when its not one of those things (chief/leader/boss/etc). To me, that would be ridiculous and immersion breaking. D&D is a very established RPG and there are many ways that you can adjust the difficulty of the game. It just wouldn't make sense to fight a peon goblin at level 5 and feel like its the same challenge as other CR 5 monsters, like a hill giant, that is actually CR 5. That would just be ridiculous.
Last edited by deathidge; 10/05/20 01:56 AM.