SableWyvern
Cruel Despot
I thought you said this was for 1e AD&D?I'm rather looking for the "official rulings"...

I thought you said this was for 1e AD&D?I'm rather looking for the "official rulings"...
In my defense, I was quoting Gygax!I thought you said this was for 1e AD&D?
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Looking that up!Somewhere in the DMG (I think) there's a stray note suggesting that each extra class a creature has beyond the first effectively adds a hit die.
Absolutely. Just try and calculate the xp for a band of 100+ hobgoblins and their leaders, some of which will have missile weapons and others won't -- not to mention witch doctors (DMG, p. 40), which is a wholly different headache.Thus, your C/A 7/7 would start as a 7+1 to 8 (because of the Cleric class) then add a die for the Assassin class which puts it as 8+1 to 9.
From there add hp, SA, and EA bonuses as normal; of which a C/A would have a fair number due to class abilities and being a Kuo-Toa might give one or two more for racial abilities.
Plus one on each of those categories for the second class, but yes, I think you're otherwise correct here. It matches how I do it, in any case.
I think it's trying to refer to all levelled creatures. Emphasis on "I think", because with ol' Gygax one can never quite be sure.
One general note: there's almost always going to be a certain degree of DM latitude involved, no matter what you do.
Heh. And to think that "special saving throws" and "immunities" and "resistances" (other than "magic resistance") aren't even in the SAXPB/EAXPA list in the DMG...I'm not sure any of this is all that relevant to xp calculation, and only serves to make a sometimes-complex calculation even more so. The only place saving throws or resistance would matter for xp purposes would be if a creature has unusual resistance to something (SA) or total immunity to something (EA).
Then, when I got way down into the table I'm cooking up, I ran into the kuo-toans, and that got me thinking. For here, on p. 58 of the Fiend Folio (and p. 14 of D2), there is a table that says that "The number of hit dice possessed by this hardy race is not indicative of their possible variation in hits, since their breeding gives them exactly the same number of hit points per die, varying by level:", followed by how many hit points a male or female kuo-toan has per hit die.
So, what does that mean? What does that mean for a kuo-toan monitor (C7 or C/A 7/7) or priest-king (C/A 12/12)? How many hit point does each have? Does a male monitor have 56 hp and a priest-king 120 hp? It would seem so, wouldn't it, coz there's nothing on hit dice or hit points for multi-classed kuo-toans.
If so, this would actually mean that a monitor "counts as a 7-hit-die monster" regardless of whether he/she is C7 or C/A 7/7, and that a priest-king "counts as a 12-hit-die monster."
The asterisk in the heading "Experience Level or Monster's Hit Dice*" in that table refers to the first footnote, which says: "*Treat peasants/levies as up to 1-1, men-at-arms as 1-1 to 1, and all levels as the n+1 hit dice category."
So the question is: does that footnote apply to monsters? I mean, kuo-toan monitors and priest-kings do have "levels", don't they? And the table is under the heading "Experience Points Value of Monsters".
So does that mean that a kuo-toan C/A 7/7 monitor falls into the "7+1 to 8" category for determining xp? And that a priest-king stays in the "11 to 12+" category?
Yup. I realize that there's no one true and correct way to play 1E--something my little xp project has made very, very clear once again! I mean, there's just no way in hell you're gonna "correctly" calculate the xp for a koalinth lair allied with ixitxachitl and under siege by sahuagin (hmm... there's a strange 'Blackmoor pattern' here...). And there's ways around that, of course, as I've been using. So no worries there.@ilgatto: I think it is a mistake to think that there is one true and correct way to play 1e AD&D. It's best to think of the rulebooks as the somewhat disordered house rules of a very influential DM whose campaign and rules was always evolving based on theory crafting and play experience and yours should be doing the same thing.
I do love the 1e AD&D XP system but it certainly could use more systemization if you want to get a more fair reward for each monster. It's also worth noting that as written it breaks down at monster level X. It doesn't take much effort to realize that some monsters that are monster level X are worth a whole lot more XP than others and are much more challenging than others.
I would recommend both the rules for for very high HD monsters from Gygax's "Isle of the Ape" and adopting some sort of break down on XP ranges for monsters that are above level X.
For an example of applying the 1e AD&D XP rules in a more consistent way and assigning categories to monsters at above level X, see this thread: AD&D 1E - Revised and rebalanced dragons for 1e AD&D
Absolutely! The fact that Lakofka said what he said about the "saving throw" thing wasn't my cup of tea at all. In fact, I quoted him because his "This pattern, however, does not properly reflect that a monster's "to hit" probabilities change between 4+3 and 4+4" set me on the path to thinking that maybe, just maybe, the xp for monsters were influenced--perhaps originally even based on--by how easy they could hit the PCs, which would make some sense. But then the type IV demon in Appendix E came along with its THAC0 8 and its MM special ability "bonus of +2 to hit" and, well... rather spoiled things in that regard.I wouldn't get bogged down in the weeds about whether to base things off saving throws or attack rating. HD is the main thing to look at, and that the tables don't perfectly line up in their break points isn't a big deal in the grand scheme of things. That dragons get improved saving throws in the RAW based on hit points if they are older (for example an ancient red 10HD dragon saves as a 17th level fighter IIRC) shouldn't be used to argue that they qualify as 17HD monsters for the purpose of saving throws, but rather that they get a minor defensive special ability (better saves) that should increase the XP award of a 10 HD monster that qualifies for a better save.
Random note: the terminology originates in Chainmail, where it denotes the actual (six sided) dice each unit rolls when attacking, though it varied based on what type of unit was attacking what type of unit, and was often fractional.On that note, I seem to recall that "hit dice" was originally meant to represent something like "the category that determines what a monster can hit with what die-roll", which would make sense in this light.
Point is, I'm trying to solve "a few small problems" that have always bugged me about the xp system--and "finally find out" what in blazes the someone/someones who made Appendix E were thinking at the time. Call it an interest in the history of the game--or obsessive compulsive table-making.![]()