The AD&D1 party averages level 10.5, and the D&D3 party averages level 15. 4.5 levels difference.Against the Giants - Hall of the Fire Giant King by E. Gary Gygax
AD&D1 party begins at: (383,477 xp each)
Fighter 9
Paladin 9
Cleric 9
Magic-User 11
Illusionist 10
Thief 11
D&D3 party begins at: (82,111 xp each)
Fighter 13
Paladin 13
Cleric 13
Wizard 13
Illusionist 13
Rogue 13
Total gp value: 1,061,319 gp (yes, that's over 1 million)
Total xp value:
AD&D1: 1,618,746 xp (not including the xp value of using or selling magic items, nor the 10% bonus for ability scores over 15)
D&D3: 156,168 xp
Total magic treasure:
+4 attack/+6 damage flaming greatsword ("huge")
+4 mace ("giant-sized")
+4 plate mail
+3 hammer
+3 battleaxe
+3 ring of protection (x2)
+2 red dragon slaying longsword ("determine abilities randomly")
+2 plate mail
+2 shield
+1 axe
+1 morning star (x4)
+1 longbow
+1 arrows (x20)
javelin of lightning (x4)
-2 shield of missile attraction ("giant-sized")
-2 longsword
white dragon hide cloak
hellhound cloak
mirror that shows invisible or magically changed creatures in their real form
gauntlets of ogre power
ring of invisibility
ring of contrariness
ring of commanding water elementals
ring of delusion "with contact poison inside (die, no saving throw)"
ring of three wishes
ring of shooting stars
rod of cancellation
pipes of the sewers
lesser purple tentacle rod
lesser russet tentacle rod
greater purple tentacle rod
gem of controlling fire elementals
wand of viscid globs (79 charges)
potions: fire giant control (x2), delusion, mammal control, ESP, extra-healing (x3), invulnerability, undead control, poison, dimunition, healing, human control, philter of love, philter of persuasiveness, poison, polymorph self, fire resistance (x4), speed (x2), plus four randomly determined
demon staff
amulet of the planes
tome of clear thought
bolt of power (x3)
cleric scrolls: detect lie, true seeing, continual darkness, cure critical wounds, symbol of persuassion, word of recall, gate, unholy word, restoration
magic-user scoll: wish, plus 7 spells ("any")
"a scroll with feet randomly determined 7th level spells---cleric, druid, or magic-user, matching the class of the first such character who examines it" [sic]
scrolls: protection from lycanthropes
"12 potions and eight scrolls, determined at random, but no poison, delusion, cursed, or otherwise harmful items"
"One black cloak, one pair of black boots, (man-sized), give 75% chance to be invisible/move silently in dungeons"
7 carved statues (each gives a -1 curse on "hits, damage, saves, etc.", cumulative)
+5 chainmail (x3 - drow item)
+4 short sword (drow item)
+4 mace (drow item)
+3 dagger (drow item)
+3 shield (x3 - drow item)
+3 buckler (x9 - drow item)
+3 short sword (x2 - drow item)
+3 chainmail (drow item)
+3 mace (x2 - drow item)
+2 short sword (x9 - drow item)
+2 chainmail (x16 - drow items)
+2 shield (x18 - drow items)
+1 short sword (x55 - drow items)
+1 chainmail (x40 - drow item)
+1 shield (x19 - drow item)
+1 plate mail (drow item)
+1 shield (drow item)
+1 dagger (x46 - drow item)
AD&D1 party finishes at: (653,268 xp each)
Fighter 10
Paladin 9
Cleric 10
Magic-User 11
Illusionist 11
Thief 12
D&D3 party finishes at: (108,139 xp each)
Fighter 15
Paladin 15
Cleric 15
Wizard 15
Illusionist 15
Rogue 15
Ironically, until this week, I'd never heard of the 'measure of challenge' stuff in 1E. If you killed an orc you got like 10xp, regardless of how tough it was to do so.
I never knew a GM who split XP up with henchmen. They fought, sometimes, but only PC's ever gained XP.
Also, I've never, ever seen people get XP for treasure or gold found. Ever. As in, not even once. Those columns might as well have not existed in the DMG. The only XP we ever got was for killing things, or, later on, for solving particularly knotty problems if you had a nice GM or one who ran a lot of non-combat stuff.
Yes, I saw it. Thanks much for posting it.MerricB said:Q. - please note the Gygax quote a few posts back you were asking for!
On the surprisingly rare occasions when a PC in my game bothers with a hench, the hench (usually) gains half ExP if-when it finds itself involved in an encounter. I say "usually" because on the very rare occasions when the hench's contribution is critical (e.g. luck of rolls where hench can't miss while boss is flailing away at nothing) it'll get full ExP.WayneLigon said:I never knew a GM who split XP up with henchmen. They fought, sometimes, but only PC's ever gained XP.
Lanefan said:On the surprisingly rare occasions when a PC in my game bothers with a hench, the hench (usually) gains half ExP if-when it finds itself involved in an encounter. I say "usually" because on the very rare occasions when the hench's contribution is critical (e.g. luck of rolls where hench can't miss while boss is flailing away at nothing) it'll get full ExP.
That said, how often do people find henches being used in their games?
Lanefan
After the descent down to the "doorstep" of the kuo toa's shrine, the AD&D1 party averages level 11.2, and the D&D3 party averages level 15 (still).Descent to the Depths of the Earth - Descent to the Depths of the Earth by E. Gary Gygax
AD&D1 party begins at: (653,268 xp each)
Fighter 10
Paladin 9
Cleric 10
Magic-User 11
Illusionist 11
Thief 12
D&D3 party begins at: (108,139 xp each)
Fighter 15
Paladin 15
Cleric 15
Wizard 15
Illusionist 15
Rogue 15
Total gp value: 324,458 gp
Total xp value:
AD&D1: 511,476 xp (not including the xp value of using or selling magic items, nor the 10% bonus for ability scores over 15)
D&D3: 60,751 xp
Total magic treasure:
+3 ring of protection
+2 bastard sword
jug of alchemy
javelin of lightning x2
rope of entanglement
lurker cloak
cleric scrolls: find traps, neutralize poison (x2), tongues, cure critical wounds, heal, stone tell, cure light wounds, tongues, conjure animals
potions: healing (x3), polymorph self, extra healing (x3), plant control (x4), longevity
portable hole
dust of sneezing and choking
staff of striking
scarab of protection from evil clerics
magic-user scrolls: knock, tongues, minor globe of invulnerability, wall of ice, stone to flesh, charm plants, symbol of fear
scarab of death
scrolls: protection from undead, protection from demons
poisonous cloak
bead from a necklace of fireballs (9-die fireball)
Plus lots of +1 through +5 drow weapons and armor
AD&D1 party finishes at: (738,514 xp each)
Fighter 10
Paladin 10
Cleric 11
Magic-User 11
Illusionist 12
Thief 13
D&D3 party finishes at: (118,139 xp each)
Fighter 15
Paladin 15
Cleric 15
Wizard 15
Illusionist 15
Rogue 15