AD&D 1E XP Value for Monsters?

ilgatto

How inconvenient
Esteemed friends,

I've been trying to make sense of the XP values for monsters, recording their SAXPBs and EAXPAs and then using the table "Experience Level or Monster's Hit Dice" on p. 85 of the DMG to come up with a number.

Unsurprisingly, these numbers deviate from those given in Appendix E of the DMG (p. 197-215) in apocalyptic fashion, often because I have some trouble matching many abilities to the definitions for SAXPBs and EAXPAs on p. 85.

But that's perhaps a subject for a future discussion, for I've been wondering how to allocate xp to "monsters with character classes" first and foremost. I mean, how many hit dice does a githyanki supreme leader have? Not to mention a halfling fighter or an elf fighter/magic-user/cleric?

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."

What does that mean for the xp to be awarded to each? According to the "Experience Point Value for Monsters" table on p. 85 in the DMG, xp are awarded per "experience level" or "monster's hit dice", right? Meaning that a C/A 7/7 monitor falls into the "6+1 to 7" category, and a priest-king into the "11 to 12+" category?
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.

However.

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?

Or does the "all levels" refer to "men" with levels coz it's in a line that refs to "peasants/levies" and "men-at-arms"?

I may be missing the point completely here, and/or preaching to the choir for that matter, but can anyone shed some light on this? Has one of the luminaries of the game ever given a "definitive answer" to this?


ilgatto


P.S.: Interestingly, in Dragon #80 (p. 50-51), Lenard Lakofka says this on the xp table in DMG: "One of the Dungeon Master's most important functions is to award experience points to the party after an adventure or an evening of play. To do this properly, one must re-evaluate the chart on page 85 of the Dungeon Masters Guide. When we look at the experience-point values for monsters given on page 85 of the DMG, we see that monsters are generally grouped in a pattern x+1 to y (e.g., 4+1 to 5). This pattern, however, does not properly reflect that a monster's "to hit" probabilities change between 4+3 and 4+4. That is, a 4 HD monster hits on the same number as a 4+3 HD monster does, but a 4+4 HD monster hits as a 5 HD monster.
The rules on saving throws (page 79, DMG) specify that a 4 HD monster (one that is primarily a "fighter" type) saves as a 4th-level fighter, while one with 4+1 to 4+4 hit dice saves as a 5th-level fighter. These two facts taken together mean that the experience-point award for a certain monster is based more upon that monster's saving throws than upon its ability to fight.
That seems like backwards logic. A simple solution would be to make the combat tables and the saving-throw matrix both progress in the same fashion; i.e., a 3+4 HD to 4+3 HD monster saves as a 4th-level fighter, while a monster of 4+4 to 5+3 HD strikes 5% more often and saves as a
5th-level fighter."

I'd say that Lakofka's conclusion that "These two facts taken together mean that the experience-point award for a certain monster is based more upon that monster's saving throws than upon its ability to fight." is rather more after the fact than before it, but there you go.
 

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You're overthinking it. Adjust the Xp based on the monster's general capacities. That's it.

I made an excel spreadsheet to model the experience points progressions based on the old tables. I modified for the fact I don't award xp for money. Use as you wish.

This spreadsheet allows you to quickly calculate experience points based on every critter's capacitities.
 

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I think the effort needed to systemize the XP for monsters ub AD&D is disproportionate to the benefit, and a source of "false accuracy" because the value of most special abilities is context dependent. A swarm of giant centipedes is a deadly encounter even for mid-level party due to the risk of poison, but by the book is worth neglibible xp.

If you're running a style of game where more than half of XP earned comes from treasure, then feel free to eyeball the monster XP instead of calculating it exactly and trying to justify those calculations.

You can even just set a total for the map without worrying about the individual awards. Here's an example of the reasoning process I have in mind:

I want this dungeon level to be worth about 40 000 xp. I've placed 30 000 worth of treasure, so all the monsters, traps, etc. are worth 10 000 xp. The big battle will be a spirit naga who enslaved an umber hulk, with a few supporting mooks (about 5000 xp). The rest of the dungeon is filled with lesser monters and small bands who are there to drain resources, possibly provide information, trigger traps and run to warn others, neutral hazards, and so on. They don't have individual xp awards. If the party completes the dungeon and gets out with the treasure, they get 10000 xp including xp for monsters avoided, negotiated with, or otherwise resolved through means other than combat. If they don't complete the dungeon, award xp for treasure obtained and some fraction of the overall monster xp budget.
 

I think the effort needed to systemize the XP for monsters ub AD&D is disproportionate to the benefit, and a source of "false accuracy" because the value of most special abilities is context dependent. A swarm of giant centipedes is a deadly encounter even for mid-level party due to the risk of poison, but by the book is worth neglibible xp.

Even in the old DMG, there were/are modifiers for pack tactics. The spreadsheet I uploaded reflected this as well.
 

I think the effort needed to systemize the XP for monsters ub AD&D is disproportionate to the benefit, and a source of "false accuracy" because the value of most special abilities is context dependent. A swarm of giant centipedes is a deadly encounter even for mid-level party due to the risk of poison, but by the book is worth neglibible xp.

If you're running a style of game where more than half of XP earned comes from treasure, then feel free to eyeball the monster XP instead of calculating it exactly and trying to justify those calculations.

You can even just set a total for the map without worrying about the individual awards. Here's an example of the reasoning process I have in mind:

I want this dungeon level to be worth about 40 000 xp. I've placed 30 000 worth of treasure, so all the monsters, traps, etc. are worth 10 000 xp. The big battle will be a spirit naga who enslaved an umber hulk, with a few supporting mooks (about 5000 xp). The rest of the dungeon is filled with lesser monters and small bands who are there to drain resources, possibly provide information, trigger traps and run to warn others, neutral hazards, and so on. They don't have individual xp awards. If the party completes the dungeon and gets out with the treasure, they get 10000 xp including xp for monsters avoided, negotiated with, or otherwise resolved through means other than combat. If they don't complete the dungeon, award xp for treasure obtained and some fraction of the overall monster xp budget.
Agreed. The giant centipede example is excellent, for it seems that EGG (or whoever made the xp table) seems to have forgotten the rule that "If an otherwise weak creature has on extraordinary power, multiply the award by 2, 4, 8, or even 10 or more.", even though this was printed right above the example he/she gave next. So yes, false accuracy is absolutely a given if one would do things by the book.

And there's many ways to award xp for adventures, and I've long since used home-brewed rules that award xp for all kinds of things--and not just for going around and killing everything in sight.

But what bugs me no end is that I cannot seem to make any sense at all of the tables that deal with xp for monsters. What was the reasoning behind them? Is there actually any sense to be made of them?
I mean, someone (or someones) has made them, and they must have been thinking something.
So, what were they thinking when they were making these tables? Other than "I don't get any of it so let's just do what's in this here draft/this horible mix of OD&D rulings so I can go home?"

What were they thinking when they wrote "*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."? And did they want it to apply to monsters with character classes and "levels"?

Surely there must be an answer ... somewhere?
 

I know the subject has been given a lot of discussion in 1E circles, even though I'm only tangentially involved in them. I've seen multiple discussions on Dragonsfoot over the years, for example.

Agreed. The giant centipede example is excellent, for it seems that EGG (or whoever made the xp table) seems to have forgotten the rule that "If an otherwise weak creature has on extraordinary power, multiply the award by 2, 4, 8, or even 10 or more.", even though this was printed right above the example he/she gave next. So yes, false accuracy is absolutely a given if one would do things by the book.
Stuart Marshall (aka Papers & Paychecks), the editor of OSRIC, has an interesting perspective in part because due to the nature of OSRIC they needed to create their own algorithm to avoid duplicating AD&D too closely. So he went through much the same headaches you're experiencing, trying to break it down and rationalize the numbers and make sense of them. He has talked about how he had to do a lot of ad hoc fudging to try to better relate xp awards for monsters to their actual difficulty to fight, and his impression was that Gary/the DMG design folks had done the same.

But what bugs me no end is that I cannot seem to make any sense at all of the tables that deal with xp for monsters. What was the reasoning behind them? Is there actually any sense to be made of them?
I mean, someone (or someones) has made them, and they must have been thinking something.
So, what were they thinking when they were making these tables? Other than "I don't get any of it so let's just do what's in this here draft/this horible mix of OD&D rulings so I can go home?"
OD&D was really different, of course, prescribing 100xp/HD +100xp per special ability, though again with some fudge allowance. Though Gary cut that way down in Greyhawk, and that table was pretty closely adopted by B/X. AD&D added some more complexity and increased the values a good bit, as you know.

I have never gotten into the weeds and really wrestled with these numbers, but I'll link you to a couple of prior discussions and three different people's tweaks/calcs to rationalize it a bit:


Nagora and Polvoi (the posters who started those two threads and each did their own calcs) agreed that "the DMG values are sometimes what Gygax calculated using the table, sometimes what he calculated and made a mistake, and sometimes just the number he thought was right."

Here's another useful spreadsheet several DF posters endorsed:

What were they thinking when they wrote "*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."? And did they want it to apply to monsters with character classes and "levels"?
I can take a swing at these questions. I believe this note is primarily to clarify how to treat humans/NPCs of PC species, since the table is primarily talking about monsters and level in reference to what dungeon level encounter table those monsters are found on. Most normal humans are described as "0 level" throughout the DMG, so this note explains how to fit them onto the table.

Under Mercenary Soldier on page 30 of the DMG it tells us that "regular soldiers are 0 level men-at-arms with 4-7 hit points each". And later on page 88 when talking about setting up a campaign world and civilized areas, Gary gives us a table of "typical inhabitants" for inhabited areas telling us the combat ability and hit points for male or female NPCs who are sedentary, active, or laborers by profession, though all are still considered 0 level.

So essentially that note, IMO, just means if you need to award xp for non-soldier 0 level NPCs, use that first row ("up to 1-1"), and for men-at-arms (tougher and better equipped) use the next row. And that all NPCs with class and level use the row equating to their level (N) +.

I don't know if they were even thinking about giving monsters class levels when they made the chart, but my inclination would be to say all such should be adjusted ad hoc. But the baseline is just to start with HD and add bonuses for special and exceptional abilities.
 

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