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.
 

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.

Absolutely. The notion of restraint being a thing does pop up when you’re trying to deal with crush/constriction… and the “continuing constriction” of the giant constrictor snake. I’ve thought a lot about that, and arguably the main problem here seems to be that there should probably be a difference between restraint that inflicts damage (as the “crush” special attack seems to suggest) and restraint that doesn’t. Making that distinction gets rid of a lot of monsters, including those whose restraining leads to “(near) instant death without regard for hit points”.

As far as I can see, that leaves us with a meager:

Aerial servant; nothing in Appendix E; seizes its quarry to take it back to the priest who summoned it
Bone devil: “bone hook”; snares folks so that it will attack them with its tail next
Erinyes: “rope of entanglement”
Giant frog: “tongue”; draws prey to its mouth; maximum biting damage in the next round unless tongue is hit; “hug”-like, but then with a chance to break free before the damage is inflicted?
Mimics: “glue”; Appendix E suggests EAXPA?
Minotaur lizard: “bite and hold on 20”; is this “hug”-like as well, because the beast “is certain to bite […] again” (MM)? Is that an automatic hit?
Roper: nothing in Appendix E; draws “weakened prey into toothy maw where it is quickly devoured” (MM)”. Is that an automatic kill? Not unlikely because it appeared The Strategic Review, Vol. 1, No. 2, in a time when DMs would probably just say: “Yeah, so you weren’t able to free yourself because you didn’t have the strength and now you’ve been dragged to its mouth and now it has devoured you. Next.”?
Giant spider: “webs”; more or less as web spell; has an “area of effect” if that would important; Appendix E has 3×EAXPA but that can easily be for its poison alone
Phase spider: “webs”; likely as per the webs of the giant spider; Appendix E has 4×SAXPB and 2×EAXPA, for…, um
A couple of aquatic monsters that use nets, such as the locathah, merman, and sahuagin (and aquatic elf). Appendix E even has “weapons” as a “Special Attack” for the sahuagin, whatever that may mean

And possibly:
Giant eagle: nothing in Appendix E; can seize creatures and carry them off
Pteranodon: nothing in Appendix E; seizes prey and then drops it to the ground from high-up; Appendix E may still suggest SAXPB
Roc: nothing in Appendix E; seizes creatures and carries them off to its lair


So are these to be awarded an SAXPB just like monsters that constrict/entangle/and variants and inflict damage, (near) lethal or not? Probably, if only because Appendix E has at least some of them as a “Special Attack”?

If so, is a “restraint” category going to include the “hug” if that would be on par with crush/constriction? As far as I know, there isn’t any info on whether a hug is a one-shot or a lasting affair. Also, why does the table in DMG, p. 85, have the “hug” and the “crush” as separate examples for “special attacks”?

So far, I’ve defined “blood drain” as “continuous damage through some physical act”; “hug” as “additional damage in the same round through some physical act, without an additional to hit roll”; and “crush” (constriction) as “additional, and continuous, damage through some physical act, without an additional to hit roll”.

But that’s just me—and therefore arbitrary. So maybe those definitions should change?

:unsure:
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.
Heh. Same here. But I was hoping there was a possibility that B/E just might clarify some things.

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.
I'm leaning towards the whole "charm" thing being a magical effect that isn't so minor nor basically defensive, wherefore it would more akin to the category "spell use". But the whole "xp values of magical effects" is a different thing altogether.

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.

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.

A "continuous damage" category is an intriguing notion in its own right, for it would also nicely include some damaging effects that are not necessarily the direct result of some "physical act" (e.g., acid, and indeed, the heat auras, as opposed to constriction). So I've been keeping an eye on that while I'm still trying to get to the bottom of "physical attack effects" first.

That distinction hasn't yet really gotten me anywhere, though. 😟
 

Absolutely. The notion of restraint being a thing does pop up when you’re trying to deal with crush/constriction… and the “continuing constriction” of the giant constrictor snake. I’ve thought a lot about that, and arguably the main problem here seems to be that there should probably be a difference between restraint that inflicts damage (as the “crush” special attack seems to suggest) and restraint that doesn’t. Making that distinction gets rid of a lot of monsters, including those whose restraining leads to “(near) instant death without regard for hit points”.

As far as I can see, that leaves us with a meager:

Aerial servant; nothing in Appendix E; seizes its quarry to take it back to the priest who summoned it
Bone devil: “bone hook”; snares folks so that it will attack them with its tail next
Erinyes: “rope of entanglement”
Giant frog: “tongue”; draws prey to its mouth; maximum biting damage in the next round unless tongue is hit; “hug”-like, but then with a chance to break free before the damage is inflicted?
Mimics: “glue”; Appendix E suggests EAXPA?
Minotaur lizard: “bite and hold on 20”; is this “hug”-like as well, because the beast “is certain to bite […] again” (MM)? Is that an automatic hit?
Roper: nothing in Appendix E; draws “weakened prey into toothy maw where it is quickly devoured” (MM)”. Is that an automatic kill? Not unlikely because it appeared The Strategic Review, Vol. 1, No. 2, in a time when DMs would probably just say: “Yeah, so you weren’t able to free yourself because you didn’t have the strength and now you’ve been dragged to its mouth and now it has devoured you. Next.”?
Giant spider: “webs”; more or less as web spell; has an “area of effect” if that would important; Appendix E has 3×EAXPA but that can easily be for its poison alone
Phase spider: “webs”; likely as per the webs of the giant spider; Appendix E has 4×SAXPB and 2×EAXPA, for…, um
A couple of aquatic monsters that use nets, such as the locathah, merman, and sahuagin (and aquatic elf). Appendix E even has “weapons” as a “Special Attack” for the sahuagin, whatever that may mean


And possibly:
Giant eagle: nothing in Appendix E; can seize creatures and carry them off
Pteranodon: nothing in Appendix E; seizes prey and then drops it to the ground from high-up; Appendix E may still suggest SAXPB
Roc: nothing in Appendix E; seizes creatures and carries them off to its lair


So are these to be awarded an SAXPB just like monsters that constrict/entangle/and variants and inflict damage, (near) lethal or not? Probably, if only because Appendix E has at least some of them as a “Special Attack”?
Maybe split it out such that 'restraint' means restraint without associated damage (always SAXPB) and 'crush' means restraint that packs associated damage along with it (SAXPB except EAXPB if the potential damage is over a certain amount).

Or, split it out such that restraint of any kind gives an SAXPB and if the restraint includes damage it gives a second SAXPB for 'ongoing damage'.

Thinking quickly on it, I like the second of these options better.
I'm leaning towards the whole "charm" thing being a magical effect that isn't so minor nor basically defensive, wherefore it would more akin to the category "spell use". But the whole "xp values of magical effects" is a different thing altogether.
It's easy enough to lump charm under 'spell use' and have done with it, but I think there's room for some distinction in xp awards between a) actual spell use (i.e. where the caster can be interrupted, uses up spell slots, etc.) and b) spell-like effects that a creature can just do at will without risk of interruption; the latter should IMO be worth more xp.
 

Maybe split it out such that 'restraint' means restraint without associated damage (always SAXPB) and 'crush' means restraint that packs associated damage along with it (SAXPB except EAXPB if the potential damage is over a certain amount).

Or, split it out such that restraint of any kind gives an SAXPB and if the restraint includes damage it gives a second SAXPB for 'ongoing damage'.

Thinking quickly on it, I like the second of these options better.
Possibly. But DMG, p. 85 says that double values should only be awarded in case of "otherwise weak monsters", which complicates things.

It's easy enough to lump charm under 'spell use' and have done with it, but I think there's room for some distinction in xp awards between a) actual spell use (i.e. where the caster can be interrupted, uses up spell slots, etc.) and b) spell-like effects that a creature can just do at will without risk of interruption; the latter should IMO be worth more xp.
Though I’m not aware of DMG, MM, or PHB actually defining what a “spell-like ability” is, distinguishing between spell-like abilities in general and use of actual spells is not a bad thought at all, and DMG, p. 195, actually does that with:

Spell-like and spell use abilities should be based upon intelligence level and relative strength in hit dice.”

For one, distinguishing between them could go some way to explaining the various ways Appendix E describes “magical” special attacks and defenses (e.g., “magic use”; “spell use” and “gaze charms” for the spirit naga; “sleep magic” and “spell use” for the night hag; “spell use” and “magic” for the pixie; “charm person” and “magic use” for the dryad).

So that would make it:

use of minor (basically defensive) spells = SAXPB
spell use = EAXPA
“spell-like ability” = EAXPA

Although there’s probably gonna be problems with this—as usual—it is probably the best basis to build on when the subject of xp for magical special attacks and defenses comes up.

  • So would this make “spell use” the “ability to cast spells like a magic-user, cleric, etc.”?
  • And would this make “use of minor (basically defensive) spells” the “ability to cast spells like a magic-user, cleric, etc., but then only of a minor, basically defensive nature”? Meaning that one would have to take each monster/NPC, see what spells it/he/she can cast, and then allocate an xp value? Probably.
  • *And would this separate “magical effects that do not exactly emulate known spells” from “spell-like abilities that do”, and therefore worth (at least) 1×EAXPA each?
  • * And would this mean lots of EAXPAs for monsters having lots of “spell-like abilities” that generate effects worth EAXPAs?

But maybe that’s mere peanuts in comparison to:

1) Having to deal with the problem of determining whether a “spell-like ability” generates a major or a minor effect; and

2) The major advantage of it eliminating the huge problems I thought there were gonna be with the wording of texts in the various monster entries in the MM.

For example,

MM, p. 16: “All demons have these abilities: […] darkness (r. varies) [...]”.
And then MM, p. 17, has: “Whenever desiring to do so, Demogorgon uses any one of the following powers: Cast continual darkness, charm person, create illusion (as an illusion wand), cause fear (as a wand of that ilk), levitate (as a 16th level magic-user), detect magic, read magic, read languages, detect invisible objects, ESP, dispel magic, clairvoy[ance], use clairaudience, suggest[ion], water breathe, polymorph self, wall of ice, charm monster, telekinese 7,000 gold piece weight with each of his two heads (or with but one), cast a feeblemind spell once per day, project an image, use power word stun once per day, use any symbol once per day, turn sticks to snakes and gate in other demons, 85% chance of success: 50% chance for a type I-IV, 50% chance of gating in a type V or VI.”

So, making having any “spell-like ability” worth (at least) 1×EAXPA would neatly solve the problem of texts using “use”, “cast”, “powers”, “abilities”, “create a wall of fire” (bone devil), and so on, whenever they do—even in the same sentence.
Uses powers? Casts continual darkness (even tough that’s an “ability”)? Casts clairvoy[ance]? Uses clairaudience? Casts a feeblemind spell (“spell use”)? Turns sticks to snakes?

All of it would just say EAXPA.

Yes. Me gusta this a lot.

As to the "charm" problem, I've just found this, in DMG, p. 65:
DMG, p. 65: Monster Charm Power: The magical charming power of creatures such as nixies and vampires is much more powerful than that of the simple charm person spell. While it will eventually wear off, until it does, the charmee is subject to mental commands by the charmer, unlike either the charm person or charm monster spell. This means that a monster-charmed character does not need to speak the creature's language to understand commands from the monster which charmed it, although only basic emotions or simple commands can be mentally communicated to the charmee unless some mutual language is common to both the charmer and the charmee. While the charmed character is not an automaton, he or she will certainly hasten to carry out whatever instructions or commands are received from the charmer, except those which are obviously self-destructive. This relatively complete control of the charmee’s mind enables the charmer to make the victim almost totally subject to its will, including giving up personal possessions, betraying associates, and so forth. Mental communication between charmer and charmee extends only to sight range or up to a 60' radius if not in sight range. Magic circles of protection (spells or specially drawn) will break the communication link and seemingly cause the charm to be broken, but unless magically dispelled, or until the power of the magic wears off, the effect is again evident when the charmee is outside such protection.

Which strengthens the case for EAXPAs for "spell-like abilities" even more.

EDIT: (I hate bullet points)
 

Possibly. But DMG, p. 85 says that double values should only be awarded in case of "otherwise weak monsters", which complicates things.


Though I’m not aware of DMG, MM, or PHB actually defining what a “spell-like ability” is, distinguishing between spell-like abilities in general and use of actual spells is not a bad thought at all, and DMG, p. 195, actually does that with:



For one, distinguishing between them could go some way to explaining the various ways Appendix E describes “magical” special attacks and defenses (e.g., “magic use”; “spell use” and “gaze charms” for the spirit naga; “sleep magic” and “spell use” for the night hag; “spell use” and “magic” for the pixie; “charm person” and “magic use” for the dryad).

So that would make it:

use of minor (basically defensive) spells = SAXPB
spell use = EAXPA
“spell-like ability” = EAXPA

Although there’s probably gonna be problems with this—as usual—it is probably the best basis to build on when the subject of xp for magical special attacks and defenses comes up.

  • So would this make “spell use” the “ability to cast spells like a magic-user, cleric, etc.”?
  • And would this make “use of minor (basically defensive) spells” the “ability to cast spells like a magic-user, cleric, etc., but then only of a minor, basically defensive nature”? Meaning that one would have to take each monster/NPC, see what spells it/he/she can cast, and then allocate an xp value? Probably.
  • *And would this separate “magical effects that do not exactly emulate known spells” from “spell-like abilities that do”, and therefore worth (at least) 1×EAXPA each?
  • * And would this mean lots of EAXPAs for monsters having lots of “spell-like abilities” that generate effects worth EAXPAs?

But maybe that’s mere peanuts in comparison to:

1) Having to deal with the problem of determining whether a “spell-like ability” generates a major or a minor effect; and

2) The major advantage of it eliminating the huge problems I thought there were gonna be with the wording of texts in the various monster entries in the MM.

For example,




So, making having any “spell-like ability” worth (at least) 1×EAXPA would neatly solve the problem of texts using “use”, “cast”, “powers”, “abilities”, “create a wall of fire” (bone devil), and so on, whenever they do—even in the same sentence.
Uses powers? Casts continual darkness (even tough that’s an “ability”)? Casts clairvoy[ance]? Uses clairaudience? Casts a feeblemind spell (“spell use”)? Turns sticks to snakes?

All of it would just say EAXPA.

Yes. Me gusta this a lot.

As to the "charm" problem, I've just found this, in DMG, p. 65:


Which strengthens the case for EAXPAs for "spell-like abilities" even more.

EDIT: (I hate bullet points)
This all makes lots of sense. Nothing to add, really. :)
 

Finishing Trying to finish the EAXPAs for non-magical special attacks, or: Massive damage
DMG, p. 85: “Judicious application of these guidelines will assume that an equitable total number of experience points are given for slaying any given monster. Special ability bonus awards should be cumulative, i.e., a gargoyle attacks 4 times per round and can be hit only by magic weapons, so a double Special Ability X.P. Bonus should be awarded. Likewise, if there are multiple exceptional abilities, the awards should reflect this.”
EAXPA-wise, that leaves us with just the “massive damage” categories. You’d say this would be pretty straightforward… but it isn’t.

First, how does one treat monsters capable of, say, both “causing maximum damage greater than 24 singly” and “causing maximum damage greater than 30 doubly” (e.g., bulette, dragon turtle)? Does one just consider them monsters capable of inflicting massive damage? Or as monsters with two “exceptional abilities”?

Second, does any massive damage count apply only to how much damage a monster can inflict against a single opponent? I’d say no, for strictly speaking, a monster capable of attacking multiple opponents in a round is as much a monster capable of inflicting massive damage as one that can attack only a single opponent in a round.
However, the hydra (“1-4 attacks on same opponent” and the Monster Manual stating that it has “5 to 12 attacks”), and the African elephant (5 attacks, 2-16(×2)/2-12(×3) hp damage; MM “One opponent can be subject to no more than two of these attacks at the same time but several opponents can be fought simultaneously […]”) throw some doubt on all this.

Third, does only the “No. of Attacks” category count for the “attacks causing maximum damage greater than [n]” categories? Therefore removing/excluding any special attacks from the equation?
For example, what about the bulette, which has 3 attacks per round, for 4-48/3-18/3-18 hp damage (being damage greater than 24, singly; damage greater than 30, doubly; damage greater than 36, trebly; and damage greater than 42 in all combinations possible), plus a special attack that allows it to attack four times in round (worth an SAXPB in its own right)—and inflict 3-18/3-18/3-18/3-18 hp damage (being damage greater than 30, doubly; damage greater than 36, trebly; damage greater than 42 in all combinations possible)?

Fourth, does “attacks causing maximum damage greater than 42 in all combinations possible in 1 round” include any special attacks in and of its own right?

I suppose the bulette sort of answers all four questions at once, for adding everything up would give it truly massive xp, even more than it has in Appendix E—which, by the way, one should never use for the purpose of making sense of the xp values in Appendix E. So let’s not—though I did.

Um…
I suppose that the “No. of Attacks” and “Special Attacks” are each a category in their own right, wherefore I’d say that any massive damage counts should apply to either.
In the case of the bulette, this would mean that it would get (at least) 1×EAXPA for having attacks that “cause maximum damage greater than 24 singly” (its bite).
Next, it has a “Special Attack”, which should be worth something. But what? According to… um, me, that would be 1×EAXPA because it gives it “attacks that cause maximum damage greater than 30, doubly”. But does the special attack allow it to attack four or more times in a round? Yes, it does. So, another EAXPA for that?
I’d be inclined to say “yes” to that—but that feels like lacking cohesion of any kind.

Multiple opponents
This is an easy one, for I’m gonna go for “a monster capable of inflicting massive damage” being just that, regardless of how many opponents it can attack in a round. There, done.
Note to self: Do not mention that being able to attack multiple opponents is worth xp in 2E, and possibly in 1E as well.

Adding up all massive damage categories
DMG, p. 85: Typical special abilities: 4 or more attacks per round, missile discharge, armor class 0,or lower, special attacks ((blood drain, hug, crush, etc.), special defenses (regeneration; hit only by special and/or magic weapons), high intelligence which actually affects combat, use of minor (basically defensive) spells.
Typical exceptional abilities: energy level drain, paralysis, poison, major breath weapon, magic resistance, spell use, swallowing whole, weakness, attacks causing maximum damage greater than 24 singly, 30 doubly, 36 trebly, or 42 in all combinations possible in 1 round.
Based on the bulette example above; the red dragon xp example in the DMG (p. 85), which just has an xp value for “attack damage of 3-30/bite” and not one for all three attacks being able to inflict 46 hp damage; the fact that DMG, p. 85, says “or” when it lists the typical exceptional abilities and does not do so when it lists special abilities; and the fact that multiple massive damage categories typically do not lead to more xp in Appendix E, I’m gonna say:

“No! There can be only one.”

There. Done!
Note to self, primo: Do not mention that the red dragon xp example in the DMG is crappy anyway.
Note to self, secundo: Never mention that you’ve consulted the xp values in Appendix E for the purpose of trying to make sense of the xp values in Appendix E.
Note to self, tertio: Never consult the xp values in Appendix E again for the purpose of trying to make sense of the xp values in Appendix E.


Which brings us to Titanothere
Titanothere is listed as having one attack capable of inflicting 2-16 hp damage, plus a special attack that says “charge (4-32), trample (2-12/2-12)”. Easy. That’s 1×EAXPA for having an attack that causes “maximum damage greater than 24 singly.”

Sudden side-trek: Hold yer horses, old boy!
DMG, p. 66: Charge: This action brings the charging party into combat on the charge round, but there are a number of considerations when it is taken.
DMG, p. 66: Melee At End of Charge: (...) Charging creatures gain +2 on their “to hit” dice if they survive any non-charging or charging opponent attacks which occur first.
But isn’t a “charge” a special attack in its own right?

Why, yes, it is! As is a “charge/trample”, a “trample”, and even a “diving”.

But why? A charge or dive isn’t really a “ranged attack” (because it ends in melee), it typically doesn’t inflict massive damage, it doesn’t count for the number of attacks, wherefore it doesn’t add to the massive damage count.
So maybe it’s a special attack because it allows a monster to inflict more damage with either a single physical attack or attack routine, or by way of additional attacks in the same round?
I’m liking that notion a lot, for that is actually also the case with the “hug”, the “rending”, the “double damage on 20” variants, and the “rear claws” to boot! The latter could also fall into the category “4+ attacks”, but that’s an SAXPB anyway, so there you go (or maybe not). Besides, the rear claws are conditional and it’s probably safer to assume that the number of attacks is typically based on the “No. of Attacks” in Appendix E and the Monster Manual (or maybe not).

Let’s see where this gets me.
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That is sort of amazing, actually. Only three problems in all of that. Monoclonius and Styracosaurus are doubtful, and the question remains whether Titanothere’s charge should count, for it already has 1×EAXPA for massive damage. So, does the charge being “an attack that allows it inflict more damage than usual” allow it an SAXPB as well?
Hmm… perhaps so, for DMG, p. 85 says: “Special ability bonus awards should be cumulative, i.e., a gargoyle attacks 4 times per round and can be hit only by magic weapons, so a double Special Ability X.P. Bonus should be awarded. Likewise, if there are multiple exceptional abilities, the awards should reflect this.”
I know that this would apply to many things that went before, such as the possibility of “4+ attacks” for the “rear claws”, but still.

The return of the bulette
But then what about the bulette’s “8’ jump”, which allows it to attack four times in a round and inflicts massive damage? Is it a “move that allows it to inflict more damage than usual with physical attacks”? Am I to go with the whole combo making for 1×SAXPB for “4+ attacks”, and then 1×EAXPA for “attacks causing maximum damage greater than, 30 doubly”, or is the “8’ jump” just gonna get xp for a “move that allows it to inflict more damage than usual with physical attacks”?

Hmm… it may be that my definition of a “charge” category needs work.

Anyway, were was I?
I’d say that dealing with the massive damage categories has just left the EAXPA for “spell use” up in the air as far as a monster’s “special attacks worth an EAXPA while trying to avoid magical effects” are concerned. And since this means that “spell use” is best left where it is for now, there is the small issue of numerous “special attacks” listed in Appendix E that “feel like they should be worth an EAXPA” but do not appear to fall into any of the categories listed in the EXPERIENCE POINTS VALUE FOR MONSTERS table on page 85 of the DMG.

Dinosaurs
Appendix E lists “step on” as a “Special Attack” for a number of dinosaurs. The issue here may be that I suppose it could be argued that this is not an actual “special attack” because the Monster Manual suggests that this is done by accident rather than by design, and Appendix E doesn’t give any xp for it. However, because Appendix E lists it as a “Special Attack”, I’d say that the beasts can inflict “damage greater than 24”, which means 1×EAXPA. That’s what I’d do, anyway.

More dinosaurs
DMG, p. 200: “* Dinosaur stampede kills creatures; marine dinosaurs upset craft to get at prey.”
DMG, p. 55: “It is possible to swim in leather and padded armor, but it is awkward and there is a 5% chance of drowning per hour. All heavy possessions must be discarded or the chance of drowning increases by 2% for every 5 pounds on the character's person other than his or her leather or padded armor. This includes weapons, purses filled with gold and/or gems, backpacks and hard boots. One unsheathed dagger may be carried by the adventurer between his or her teeth. Swimming during winds above 35 miles per hour will be almost impossible, and there is a 75% chance of drowning.”
Ah, yes, the “stampede”, which Appendix E lists as a footnote for dinosaurs and as a “Special Attack” for wild cattle and herd animals—and then doesn’t award any xp to any of them. While, technically speaking, stampeding should be worth an EAXPA for the possibility of “instant death without regard for hit points”, I suppose the problem here would be that a stampede involves the entire herd as opposed to a single specimen.
So, should a single monster that can stampede get 1×EAXPA for its ability to “be part of a herd that can stampede”? Or should this EAXPA only come into play after a herd has been dealt with/evaded by the PCs? Or only after the herd has actually stampeded and (most/some of) the party escaped with their lives? And how many xp would that net them? For, say, each separate dino including its EAXPA for stampeding? For all dinos of the herd and then with a single EAXPA added for the stampede?

As to the “upset craft to get at prey” (marine dinosaurs), plus the “capsizing” of the dragon turtle and “upset river craft” of the hippopotami I’d say this involves at least two things that smell of EAXPAs, being: risk of “near instant death without regard for hit points” (drowning; plate mail!), plus “being able to affect lots of folks in an area” (like it could be for breath weapons). Unfortunately, the jury’s still out on whether area-of-effect-effects should be worth an SAXPB/EAXPA. But drowning looks to be a serious risk for at least some PCs, so I’d say it’s an EAXPA anyway.

Speaking of drowning
Appendix E has “drag into water” for the water weird, while the Monster Manual has “drowning” as its special attack, and then just “Any creature struck will be dragged into the water unless it saves versus paralyzation” in the text. So, should the dragging into the water be an EAXPA? Probably.

Stat drains, probably being “magical effects” in some cases
Because the only thing that will infuriate PCs only marginally less than draining their levels, I’d say that any ability to drain stats for any length of time is worth at least 1×EAXPA. Well, not only that, but also because there’s “weakness” (effectively strength drain) being an EAXPA, as well as that there’s such a thing that any stat 0 is “(near) instant death without regard for hp.”
So, that’s the cerebral parasite (infest psionics), the lamia (touch drains 1 point of wisdom), the intellect devourer (devour mental energy), the quasit (attack poison causes dexterity loss [1/hit]), and the shadow (drain strength) covered.
I suppose Demogorgon’s ability to cause “insanity” with one of its gaze attacks effectively drains intelligence and wisdom (much like feeblemind), so that’s at least 1×EAXPA as well. Even if it lasts only 1-6 turns, which may have to be read as “1-6 rounds” because OD&D (Eldritch Wizardry, p. 37).

Rotting
Apart from Demogorgon’s tentacles being able to make limbs rot away and fall off—which I’d say would be worth an EAXPA if ever you saw one—they can also lead to “near instant death without regard for hit points” if they would touch someone’s body, making it worth at least 1×EAXPA.
As an aside, if the violet fungi’s “rotting poison” would lead to things falling off of people or people just dying quickly, it would also be worth an EAXPA. Alas, the Monster Manual just has “The excretion from these branches rots flesh in but one melee round unless a saving throw versus poison is made or a cure disease is used” to say on the subject, which doesn’t help much.

Oh.
The ear seeker’s “burrowing into ear to brain” can cause “(near) instant death without regard for hit points” in 4 hours, which would make it an EAXPA in my book.
The gas spore’s “infestation (on touch)” is fatal in 24 hours and can only be countered by cure disease. Perhaps that has the markings of a fatal disease more so than “instant death or near instant death without regard for hit points”, leaving it up in the air.

It seems that THIS ENDS THE SECTION ON EAXPAs FOR “SPECIAL ATTACKS” WHILE TRYING TO AVOID MAGICAL EFFECTS.

So now things get complicated, or: Is there such a thing as “helplessness” (not “motionlessness”)?
DMG, p. 70: Stunned, Prone or Motionless Opponents: Treat all such opponents as if being attacked from the rear, but in this case the “to hit” bonus is +4 rather than +2.
DMG, p. 70: “Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker is subject to enemy actions, then these opponents are automatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number of attacks or attack routines possible against such an opponent is twice the number normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS’ TABLE FOR ASSASSINATIONS).”
This is a tricky one for many reasons, among which that it involves me changing the phenomenon of “helplessness” I defined earlier to “motionlessness”, plus that it’s gonna involve some “magical attacks”.
The premise here is that paralysis leads to “motionlessness ad infinitum”, effectively allowing a monster to do whatever it likes to the victims (typically eating them or worse), which makes “paralysis/motionlessness” worth an EAXPA. While that seems as clear-cut as it can be, that leaves other abilities that can lead to effects similar to motionlessness out in the open, especially because many of them have a duration that can vary from a single round to… um, more rounds.
So, is there to be a category called something like “helplessness but not motionlessness”?

Let’s see which effects that crop up in Appendix E in one way or another (including magical ones) can lead to “helplessness”:

First, there’s hold person
Second, there’s catalepsy, such as caused by the poison sting of the pseudo-dragon
Third, there’s unconsciousness, such as generated by the “pain poison” of the erinyes
Fourth, there’s magical or drug- or poison-induced sleep, which, although easily remedied in one round, can lead to a quick death (automatic kill in non-combat situations)
Fifth, there is “paralyzed with fright”
And, finally, there’s stunning

Most of these have a fixed—typically short—duration, which sets them apart from “paralysis” as I’ve tried to define it earlier. Of some note in this respect is that blindness and deafness do not actually lead to “helplessness” in game terms: it’s just some penalties and difficulty casting spells. Of further note would be that some attacks that “restrain” (e.g., the trapper, the bone devil’s bone hook) are perhaps not really leading to the “helplessness” I’m currently trying to get my head around.

The first problem is that sleep and hold person are spell-like effects (well, usually), which are probably best saved for later, but have to be dealt with here anyway.
The second problem is stunning, for it can come about in many ways—including magical ones—and its effects have to be pieced together.
The third problem is “hypnosis” aka “hypnotism”, which I shall leave out of the equation for now other than when it is clear that it leads to an effect like hold person (floating eye).
The fourth problem, consequently, is that the phenomenon of “helplessness” is gonna seriously blur more than a couple of lines I’ve drawn in the sand so far.

Let’s try stunning first
Stunning can come about by physical blow (catoblepas, horned devil), blinding light (floating eye), poison (manta ray), sound (the 3rd roar of the androsphinx, which has a saving throw vs dragon breath, by the way), spell (power word—stun, trip), and psionics.
Oh. And non-lethal combat, which we shall leave out of the equation for obvious reasons, and despite the DMG stating (p. 73): “Creatures will always attack to overbear if they do not use weapons, except bears and similar monsters who seek to crush opponents by hugging attacks (these are grappling).” Thanks, Gary!

As far as I’m aware, the game effects of “stunning” have to be pieced together:

+4 to hit for opponents (DMG, p. 70)
-3 on saving throws (DMG, p. 78)
-50% move (PHB, p. 53: Holy (Unholy) Word)
no successful performing of spell casting (PHB, p. 76: Dimension Door)
reeling and unable to think coherently or act (PHB, p. 88: Power Word, Stun)
+4 to hit as the opponent is not capable of dodging or defending against the attack effectively (PHB, p. 89: Bigby’s Clenched Fist)
stunned and reeling (…) dropping anything it or they hold in manipulative members (PHB, p. 92: Symbol)

Furthermore, not all attacks that stun allow for saving throws. There is often simply a percentage chance that one will end up stunned.

So. “Helpless”? Yes. “Motionless” and “about to meet one’s maker in a jiffy”? Not really. At least not in and of itself, for being stunned by the catoblepas is probably not going to end well.
Despite the seriousness of ending up stunned, I’d be inclined to say that it is less bad than paralysis and what it often means. So is it an SAXPB? Perhaps it is when it is the result of a physical blow? And perhaps it isn’t if it is the result of power word—stun (not so minor spell use), psionic blast (psionics), or the 3rd roar of the androsphinx (30’ radius)?

Well, that didn’t work, so let’s do “paralyzed with fright” next
And look who’s here again: the androsphinx, this time with its 2nd roar (“roar”; actually paralyzed with fright for 1-4 rds). There’s also the mummy (“fear” and “paralyzation” [… great!]; actually paralyzed with fright and then some for 1-4 rds), and the yeti (“paralyzation”; actually rigid with fright for 3 rds).
So. Paralyzed and therefore motionless. For a couple of rounds. As serious as “true” paralysis? Highly likely in the case of the mummy, perhaps not so much for the yeti, and then obviously not for the androsphinx because all PCs are heroes and therefore of good alignment.

Well, that didn’t work either, so let’s do “sleep” next
Apart from the fact that sleep is a 1st-level spell and that it could be seen as a “minor (basically defensive) spell” unless doled out in massive amounts as per dragon breaths, there is no saving throw against it and it renders its victims “helpless”—motionless, even—and possibly instantly dead in non-combat situations.

The candidates are:

* beholder (“magic”; “sleep spell”, so no saving throw; not gonna end well)
* type VI demon (“magic use”; symbol—sleep, so catatonic slumber and cannot be awakened for 5-16 turns; not gonna end well)
* brass dragon (done and dusted unless the “sleep” effect counts in addition to it having a major breath weapon, which it doesn’t)
* homonculous (“bite causes sleep”; save vs magic; comatose for 5-30 minutes, whatever those are)
* jackalwere (“sleep gaze affects any level not saving”; save vs magic; no duration and then murdered and eaten)
* night hag (“sleep magic”; save vs spell; no duration and then strangled and taken to Hades as a larval soul)
* ogre mage (“magic & spell use”; sleep, so no saving throw; not gonna end well)
* pixie (“special arrows”; save vs magic; comatose for 1-6 hrs)
* satyr (“magic pipes”; sleep, but still a saving throw vs magic; 60’ hearing radius; items stolen)
* sprite (“sleep arrows”; save vs poison; comatose for 1-6 hrs and taken far, far away; unless evil, when simply slain)

Motionless until roused? Chance of instant death regardless of hit points? I’d say EAXPA… if not for the fact that some effects have a duration.

Oh dear
Yeah, this isn’t going as I’d like at all. I guess the only ways to get around all of this is by either allowing a duration for “helplessness”, or allowing for “motionlessness” to have one.
Or by just forgetting about the phenomenon of “helplessness” and judging the various “attacks” by other standards?
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Yeah, that just seems really silly, and only shows why I thought of the phenomenon of “helplessness” in the first place.

So, allow for “motionlessness” to have a duration, and then change it back to “helplessness” to cover all of hold person, catalepsy, pain poison (fainting), sleep in any way or form, paralyzed with fright, and stunning?

I suppose it’s the only way to go.

But I don’t like it, especially because it is not very likely anything at all like what they were thinking when they made Appendix E.

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