Board Thread:Roleplay/@comment-25547106-20160119161220/@comment-25547106-20160216214759

This strikes me as a terrible idea. First and foremost, kobolds are at their best when they're in groups. You're not only giving them the homefield advantage (Something that most DMs actually overlook with regards to Kobolds and their traps), but you're giving them the advantage of sheer numbers and a means to continually replenish those numbers.

Secondly, the strength of encounters increases as players use more and more of their resources. A wizard, even at high levels, can only sling so many spells. When you're dealing with monsters that die and spit out more, smaller monsters upon death, or summon more when they are left alone for too long, the difficulty of encounters increases exponentially.

Thirdly, certain encounters are neigh impossible for some characters. I played a game where the party had to fight a flesh monster (Zombie) and brainwashed commoners. They were level 1. Now, the way the fight went was that they couldn't kill the zombie for nearly a full minute. They just couldn't hit hard enough to put it down. So you know what I did? I made it fail one of its saves and die, otherwise the combat would have continued to stretch on until the majority of the party died. What this dungeon you're designing is doing is almost punishing the players for doing damage, which is the primary means of slaying enemies in D&D.

Forthly, and this one is a simple fix; there is no such thing as nonmagical weapons with pluses to attack or damage. That's just not a thing in D&D 5e. To introduce such things would cause very bazaar rule interactions. How do you even get these weapons? What are they really good for? Why would you use one when a Magical weapon, one without a bonus at all, works against tons more enemies?

And the final point; Having the boss function exactly the same as the rest of the dungeon can work well, however, in this situation, it won't. The reason being that the boss summons more minions to chump block for him, while he continues to whittle down the players, and their resources (The way they can actually kill the bastard) are used up. Barbarians can only rage so many times in a day, fighters only have so many hit points, and Spellcasters only have so many useful spells and slots for them. This dungeon sounds like an absolute grind, where you as the DM have to bend the rules to make it so the party doesn't just die in the second room because everyone hears them and floods in.