AD&D 1E XP Value for Monsters?

Page 174, 1e AD&D DMG.
Drat. I can't believe I've literally never seen that table before. From what I gather, it appears to be a very rough guideline for including your own monsters in encounter lists. Which Gygax then immediately goes on to declare null and void by making the ghoul—which would have to be a level I monster if Delta's blog is correct—a level III monster (p. 177). Probably because it's ability to paralyze and then eat the PCs? Which makes one wonder why the giant centipede with its instant kill is already available on level I—though that is perhaps explained because its poison may not have been lethal to begin with (it's just an "animal" in OD&D until the Holmes revision).

EDIT: Obviously, I've made a bit of a silly mistake there with the ghoul, for its base xp according to Delta wouldn't be "20", but "65" (according to Appendix E), which makes it a level III monster. :oops:

See also this blogpost about it that you might appreciate: AD&D Monster Levels and XP
:cool:

UPDATE Personally I believe it was a mistake to cap at Monster level X. If you look at my thread about revising the dragons, you'll note that I believe I have monsters listed up to level XVIII. This is based on a table of my own devising because a monster worth 11,000 XP is a considerably easier challenge than one worth 50,000 XP. The first may well be a reasonable challenge for 8th level characters, but 8th level characters up against the later (assuming our numbers are meaningful) will get slaughtered.
Yeah. I’ve always wondered whether that’s got to do something with the notion that the number of Hit Dice for monsters and PCs sort of may have been limited to maybe 10 or 12 in OD&D. For example, why do some demons have 10-, 12-, or 20-sided HD in Eldritch Wizardry if not to give them more hit points in a system that’s limited in the number of HD a monster can have? And would a notion like that also explain the weird “HD+x” PCs and monsters can have?
The limit also leads to problems when you’re trying to roll up a random dungeon using the tables in the DMG, which can get you to around the 12th level until you literally start running out of monsters and the “attendant monsters” you’ve been doling out since level IX.

See also the expanded tables for high HD monsters in the Isle of the Ape adventure that expands out above 16 HD rather than just ending with 16+ HD. This is necessary and very meaningful change if you are going to keep challenging parties above 12th to 13th level.
 
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I think no matter how finely we try to tune this, there's still going to be situations where it just comes down to eyeballing it at the time.
Definitely. In fact, if Appendix E has taught me anything, it’s that eyeballing it is the only sane thing one can do when allocating the xp value of any monster. :)

My head. I made those numbers up as examples to show what I was talking about with damage thresholds.
:cool:

Draining blood miiiiiight be covered by the "ability loss" EAXPB (see below) depending what game-mechanical effects the loss of blood inflicts. But if it just does continuing hit point damage (a la what a locked-on Stirge does) then the ability loss piece doesn't apply.

Which makes me ask: is there any provision anywhere here for "ongoing damage" giving extra XP? As in, hypothetically, if a monster has an acid attack that does 2d6 damage on a hit and then the acid continues to do d6 damage every round until washed away, what extra XP would that give if any?
Sort of. I’m gonna go out on a limb and say that the "crush" special attack on p. 85 actually means "constriction"*, which appears to establish "continuous damage" as an actual thing in combination with "blood drain".
And then there's the section on "continuous damage" in B/E Expert (p. X27)—which, infuriatingly, includes "swallow".
*) Point in case being that the MM only has the giant sea snake, the strangle weed, and the trapper being able to “crush” things, with the first just crushing “ships”, the second perhaps being an SAXPB, and the third actually also killing victims in 6 rounds, which I’d say makes the crushing a bit of a symptom not really worth anything in addition to the EAXPA for smothering.

As to acid damage, B/E Basic (p. B29) has "Acid" as a "special attack", and then suggests that the gray ooze is worth a "special ability bonus" because it has an asterisk "after hit dice in the monster description" (p. B22, p. B36).
Obviously, Appendix E only confuses things, for it doesn’t even list the anhkheg’s acidic enzymes inflicting 1-4 points of damage per round after it has bitten someone as being worth anything.
Personally, I’ve always treated “continuous damage” as just an SAXPB, unless it leads to “(near) instant death without regard for hit points”, in which case it’s an EAXPA.

I've always assumed the various demonic spell-like effects e.g. generating darkness to be psionic abilities. They're listed like spells in the monster write-ups but they're not spells in that they can't be interrupted or (if your game has such) countered, and therefore shouldn't be the same as ordinary spell use when it comes to giving xp.
Yeah, that's another another tricky one for many reasons. MM lists the demons' ability to generate darkness as an "ability" on p. 16, and then typically goes on to specify things in each separate entry under what I presume one could call "spell-like abilities", despite the fact that that may not really have been a thing in 1977.

Demogorgon can "cast" continual darkness" as part of his array of "spell-like abilities".
Juiblex "is able to shed" a circle of darkness at will; and can then "cause" fear; "cast" a circle of cold; and regenerate hp per melee round; before he (it?) is "also able to" [followed by a list of "spell-like abilities"].
Orcus can "cast" continual darkness as part of its array of "powers".
The succubus can "cause" darkness before the text goes on to list her "spell-like abilities" under "the following feats".
And so on.

I think the (2E?) distinction between "spell-like abilities" vs "casting spells" wasn't really a thing at first. Monsters just had certain "powers" allowing them to do things, with the effects of some of these based on "spells"; others on..., um, nothing (Juiblex' circle of cold); and others on magic items, especially fear, gaseous form, and (create) illusion(s) (e.g., "cause fear (as wand)"). That's what gonna make doing the various ways Appendix E deals with (magical) effects generated by monsters such a pain in the proverbial.

Also, I guess that whether the demons' ability to generate darkness is a psionic ability or not depends on when psionics became a thing before Eldritch Wizardry was published. Is the mind flayer in The Strategic Review. Vol. 1, No. 1 (1975), the first to mention something akin to psionics? Or is it based on the ubiquitous "telepathy" that starts appearing in Monsters & Treasure--and, once again infuriatingly, is defined as "see ESP" in the DMG Index (p. 235)?

I've never used (and, frankly, never really understood) the psionics system as presented in the PHB; but I do have psionics in my game (using a homebrew system starting from the Deryni books, MM demons, and Mind Flayer abilities) and expanding from there) and they often can and do affect non-psyonics. Thus, I have to account for them in xp calculations.

Another example is the Coffer Corpse (or whichever undead it is, I forget right now) that can teleport people to random nearby places. That's not a spell, in that it doesn't cast and thus cant be interrupted, nor is it psionic - the creature just does it, and thus it should be worth more xp than if it had to go through the interruptable motions of casting a spell to achieve that effect.
In this light, there's an interesting section on "special attacks" in B/E Basic (p. B29), which has "Charm" as a "special attack" in its own right. That seems to make a distinction between a monster using some form of "charm" as a special attack and one actually casting "charm person" or some variant?
Even Appendix E sometimes makes distinctions like that in some form or other (e.g., dryad, barbed devil).
 

Sort of. I’m gonna go out on a limb and say that the "crush" special attack on p. 85 actually means "constriction"*, which appears to establish "continuous damage" as an actual thing in combination with "blood drain".
And then there's the section on "continuous damage" in B/E Expert (p. X27)—which, infuriatingly, includes "swallow".
*) Point in case being that the MM only has the giant sea snake, the strangle weed, and the trapper being able to “crush” things, with the first just crushing “ships”, the second perhaps being an SAXPB, and the third actually also killing victims in 6 rounds, which I’d say makes the crushing a bit of a symptom not really worth anything in addition to the EAXPA for smothering.
Yes, I agree with the guess that "crush" might be intended as a catch-all term for monsters which constrict (snakes) or hug (bears and owlbears), and any similar future attacks.

And then there's the section on "continuous damage" in B/E Expert (p. X27)—which, infuriatingly, includes "swallow".
I think "continuous damage" at least is a clearer catch-all category. Including the Rock Python (B43)'s constriction, the Caecilia (X28)'s, Giant Sturgeon X32)'s, Purple Worm (X38)'s, and Giant Toad (X40)'s ongoing damage to swallowed enemies, the Salamander (X38)s' heat or cold auras, and the Giant Leech (X34) and Giant Weasel (X42)'s blood draining.
 

Sort of. I’m gonna go out on a limb and say that the "crush" special attack on p. 85 actually means "constriction"*, which appears to establish "continuous damage" as an actual thing in combination with "blood drain".
And then there's the section on "continuous damage" in B/E Expert (p. X27)—which, infuriatingly, includes "swallow".
*) Point in case being that the MM only has the giant sea snake, the strangle weed, and the trapper being able to “crush” things, with the first just crushing “ships”, the second perhaps being an SAXPB, and the third actually also killing victims in 6 rounds, which I’d say makes the crushing a bit of a symptom not really worth anything in addition to the EAXPA for smothering.
Reading this makes me think of another catch-all term that could apply to some monsters: restraint.

This could be a SAXPB bonus for anything that has as part of its core attack the ability to physically restrain its victim:
--- trappers, lurkers, cloakers
--- anything with grabby bindy tentacles
--- constrictor snakes
--- tangle vines and similar

This would be different from swallow whole, which is of course EAXPB.
As to acid damage, B/E Basic (p. B29) has "Acid" as a "special attack", and then suggests that the gray ooze is worth a "special ability bonus" because it has an asterisk "after hit dice in the monster description" (p. B22, p. B36).
Obviously, Appendix E only confuses things, for it doesn’t even list the anhkheg’s acidic enzymes inflicting 1-4 points of damage per round after it has bitten someone as being worth anything.
Personally, I’ve always treated “continuous damage” as just an SAXPB, unless it leads to “(near) instant death without regard for hit points”, in which case it’s an EAXPA.
Truth be told, I've never really looked in any depth at B/E Basic or anything similar. I started with AD&D 1e and went from there, only touching Basic etc. when running modules written for that system.
Yeah, that's another another tricky one for many reasons. MM lists the demons' ability to generate darkness as an "ability" on p. 16, and then typically goes on to specify things in each separate entry under what I presume one could call "spell-like abilities", despite the fact that that may not really have been a thing in 1977.

Demogorgon can "cast" continual darkness" as part of his array of "spell-like abilities".
Juiblex "is able to shed" a circle of darkness at will; and can then "cause" fear; "cast" a circle of cold; and regenerate hp per melee round; before he (it?) is "also able to" [followed by a list of "spell-like abilities"].
Orcus can "cast" continual darkness as part of its array of "powers".
The succubus can "cause" darkness before the text goes on to list her "spell-like abilities" under "the following feats".
And so on.
As DM I like to be able to explain (even if only to myself!) how these demons can do these things, and psionics is IMO the easiest and most obvious answer.
In this light, there's an interesting section on "special attacks" in B/E Basic (p. B29), which has "Charm" as a "special attack" in its own right. That seems to make a distinction between a monster using some form of "charm" as a special attack and one actually casting "charm person" or some variant?
Even Appendix E sometimes makes distinctions like that in some form or other (e.g., dryad, barbed devil).
Dryads' charm (and Vampires' charm, for all that), Sirens' calls, etc. could, I suppose, be lumped in as a form of potential restraint for xp purposes.
 

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