AD&D 1E XP Value for Monsters?

Ah, yes, NPC parties, or, to quote DMG, p. 21: “Men are the worst monsters”.

Challenge-wise, the xp values of NPC parties can definitely seem to be on the low side. But I’d say that is more a matter of “feel” and how each DM wants to award his PCs, for the xp values of each won't differ that much from those of monsters of similar hit dice if one would strictly stick to the EXPERIENCE POINTS VALUE FOR MONSTERS table in DMG, p. 85 (henceforth “XPV table”).

I’ve had to generate quite a few randomly generated NPC parties in the last couple of years, which has made me decide to use a number of basic rules.

First, I allocate xp values for “what could have been”—i.e., potential—rather than for what actually happened. This means that defeating the assassin before he has had a chance to assassinate one of the PCs with his poisoned dagger gets the party xp for “dealing with a threat that could have killed them” and bravo for that. I suppose this is rather in line with a red dragon's xp value simply including its breath weapon.

Second, in much the same way, I do not make a distinction between “spell use” and “use of minor (basically defensive) spells” for NPC spell casters. I roll for what spells the magic-user and iillusionist have in their spell books and then roll for the spells all NPC spell casters have memorized for that day. While that means that a magic-user can have magic missile and fireball in his spell book but only learned mending and water breathing in their stead that day, it still means that the PCs have dealt with one who “could have done them some serious harm if the dice hadn't spoiled things”. Also, I want to be on the safe side in case an encounter leads to multiple confrontations.
As to the extremely rare case that an NPC has psionics, I typically go for an EAXPA. But that is me not really understanding how psionics work and otherwise handling them differently for reasons.

Third, I do award xp for the PCs acquiring magic items, as I suppose is suggested in the rather splendid example of Gygaxiana under “EXPERIENCE VALUE OF TREASURE TAKEN” on p. 85 in the DMG. Also, you’d be surprised at the low number of magic items NPC parties have if one sticks to the tables on p. 176 in the DMG (and at the number of serpentine owls in existence). Also, this has the added advantage of NPC parties actually being worth a lot more than their xp values alone.

Fourth, I also use (a version of) the party levels vs monster levels calculation suggested by “ADJUSTMENT AND DIVISION OF EXPERIENCE POINTS” on p. 84 in the DMG. This means less xp for 6th-level PCs hacking their way through a 1st-level NPC party, and more xp for 1st-level PCs vs 6th-level NPCs.
I don't make the "fourth" adjustment. Xp values are what they are, regardless how easy or difficult the battle might be.

I just let the J-curve of advancement tables take care of characters gaining xp by mowing down mooks - they'll run out of mooks to kill long before they advance very far. :)
Fifth, I treat multi-classes and dual classes as “the highest level among them, plus the class abilities granted by each”.***

Sixth, I base NPC xp values on the “Treat (…) all levels as the n+1 category” rule.

So, in the examples as you gave them:

The specialized 6th-level fighter (225 + 8/hp; 125/175) would get a BXPV of 225, plus 1×EAXPA if the girdle and/or sword would mean that he can deal “maximum damage greater than 24 singly”, for a possible grand total of 400 + 8/hp.
Because experience has made me house-rule that fighters cannot hack their way through a tavern filled with commoners at a rate per round equal to their level, this also applies to this fighter being able to do the same to any men-at-arms accompanying the PCs, wherefore he doesn’t get an SAXPB for being able to attack four or more times per round. It’s a rule that dates back to ancient times, but I still like it so I’m not gonna change it.
Oh, and I don’t really know what you mean by “specialized”, but there you go. ;)
Weapon specialization is a UA thing, giving Fighters to-hit and damage bonuses with a single weapon along with a faster-advancing attack-rate table with that same weapon. We use a toned-down version and it's become ingrained.
The 5th-level cleric/magic-user (150 + 6/hp; 75/125) would get a BXPV of 150, plus 1×EAXPA for “spell use”, plus 1×SAXPB for being resistant to sleep and charm spells because he is either a half-elf or an elf, plus 1×EAXPA if one of the blast wands would allow him to inflict “maximum damage greater than 24 singly”, for a possible grand total of 475 + 6/hp.
Also, if he is an elf, he would (arguably) get an SAXPB for having Intelligence 13+ (MM, p. 39), plus another SAXPB once I’ve figured out whether “surprise on” and/or being able to remain unseen is actually a special attack—or a special defense for that matter.
If he is a half-elf, the Monster Manual is vague on whether he is as intelligent as an elf, so I guess intelligence has to be rolled for.

The 7th-level assassin (375 + 10/hp; 175/275) would get a BXPV of 375, plus 1×EAXPA for assassination (“instant death without regard for hit points”), plus 1×SAXPB for missile discharge, plus 1×EAXPA for the poison, for a grand total of 1100 + 10/hp.
I’d say the backstab×3 doesn’t really come into play for the massive damage count. That is, unless you’d read “sword” (PHB, p. 27) as “any sword”, and would therefore allow him to backstab with a two-handed sword, in which case he would get another EAXPA for being able to inflict “maximum damage greater than 24 singly”.
Backstab at 7th level inflicts triple damage, so even with no bonus whatsoever a longsword can do 24 points at max. All it needs is a +1 bonus from anywhere to get to max 27 points and thus reach EAXPB criteria. And as it seems strange that it jumps from no bonus straight to EAXPB I'd be inclined to give SAXPB for the backstrike if the Assassin was using a longsword or similar without any bonus.

As for the C/MU, another houserule that's become so ingrained that I've forgotten the original is that anyone can multiclass if their stats allow it, unless the class is banned from multiclassing or the class is banned to the species.
As per the cleric/magic-user above, the jury is still out on whether being able to remain unseen/surprise is worth any xp.
Oh, and I see what u did there with your slippers of spider-climb. 🐒

The 6th-level illusionist (225 + 8/hp; 125/175) would get a BXPV of 225, plus 1×SAXPB for “high intelligence which actually affects combat”, plus 1×EAXPA for “spell use”, plus 1×EAXPA for psionics, for a grand total of 700 + 8/hp.

The 4th-level thief (90 + 5/hp; 40/75) would get a BXPV of 90, plus… nothing, for a grand total of 90 + 5/hp.
Again, I have not awarded xp for being able to remain unseen/surprise, as per the notes above.
Stealth and surprise give xp bonuses for creatures that have such e.g. Yeti thus IMO it makes sense it should apply here too.
***) I had a very specific reason for that, which I seem to have forgotten. So I’d be really interested to know where I can find the rule that says that a multi-classed character adds another +1 to its base xp value per additional class.
I took my cue on this from - and I forget where this is said but it's in there somewhere - the idea that when assigning levels to a party for purposes of determining whether a particular adventure is suitable for them, multiclass characters count as their highest level plus one per extra class provided the secondary classes aren't too far behind the leading class.

Thus, a C-5/MU-5 counts as a 6th. It makes sense that xp would work the same way.
 

log in or register to remove this ad

Backstab at 7th level inflicts triple damage, so even with no bonus whatsoever a longsword can do 24 points at max. All it needs is a +1 bonus from anywhere to get to max 27 points and thus reach EAXPB criteria. And as it seems strange that it jumps from no bonus straight to EAXPB I'd be inclined to give SAXPB for the backstrike if the Assassin was using a longsword or similar without any bonus.
That is a curious thing indeed. I've been trying to think of the SAXPB versions of all EAXPAs--and failed.

Stealth and surprise give xp bonuses for creatures that have such e.g. Yeti thus IMO it makes sense it should apply here too.
Certainly--though it's complicated, as will become clear later.

I took my cue on this from - and I forget where this is said but it's in there somewhere - the idea that when assigning levels to a party for purposes of determining whether a particular adventure is suitable for them, multiclass characters count as their highest level plus one per extra class provided the secondary classes aren't too far behind the leading class.
Yeah, I also sort of recall the "extra level for triple classes", but I can't find it anymore for the life me. Oh, well.
 

Doing EAXPAs is not so easy any more, or: Let’s try something else for a bit
Apart from the fact that trying to making sense of Appendix E has led to a list of “unknowns” that is getting way too long, there’s also the “still to do list”, which is… way too long.
And since I’ve sort of run out of “physical special attacks”, and the last couple of efforts are showing ever more signs of “spell use”, “magic”, “magic use”, et al., about to rear their ugly heads—and I want to avoid doing magical abilities for as long as possible—I’ve decided to try and “do” the special defenses first.

Special defenses
So what are they? MM, p. 5 says: “SPECIAL DEFENSES are simply what the term implies and are detailed in the same manner as are special attacks.” No they’re not Excellent.
Then DMG, p. 85 defines them as: “special defenses (regeneration; hit only by special and/or magic weapons)”, and, crucially, has them as SAXPBs. Still, that seems a bit meager, so let’s CTRL-F the DMG.

Oh dear.
DMG, p. 195: “Special attacks and special defenses can’t be dealt with in as much detail as would be desirable in a work of unlimited length. The tables below will suggest various magical attack/defense forms, and the DM is urged to add others of his own creation as appropriate to the plane and the creature.

SPECIAL ATTACKS (1-3)

1. ability drain
2. energy drain (cold)
3. gaseous discharge or missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate

Spell-like and spell use abilities should be based upon intelligence level and relative strength in hit dice. Compare daemons [wot?, ed.], demons, devils, and night hags. From 1-2 spells and a like number of spell-like abilities is sufficient for lesser creatures, while the more powerful and intelligent will get a total of 2-5 each, some being of higher level (telekinesis, teleportation, etc.).

SPECIAL DEFENSES (1-4)
1. acid immunity
2. cold immunity
3. electrical immunity
4. fire immunity
5. gas immunity
6. metal immunity
7. poison immunity
8. regeneration
9. spell immunity
10. weapon immunity

Immunities above four are possible only if the general class (demons, devils, etc.) has more. Metal immunity can pertain to iron, silver, steel, or any other, including combinations, but excluding magical weaponry. Regeneration base is 1 hit point per turn, with exceptional creatures having a maximum of 1 per round. Spell immunity must be limited to 1-4 pre-determined spells. Weapon immunity refers to creatures hit only by magical weapons of a certain value, i.e. 1 , +2, etc.

OTHER ABILITIES
1. audial superiority
2. surprise capability
3. visual superiority

Audial or visual superiority will tend to negate surprise and enable detection of creatures through sound or vision. Surprise capability relates to special movement ability and possibly other factors. Visual superiority refers to infravisual and ultravisual capabilities.”
Stunned Flabbergasted silence…





So, am I gonna ignore the many, many other notions that arise from the above so that I don’t have to start all over again? Well, I would if it weren’t for the fact that this piece of Gygaxiana explicitly says that “audial superiority”, “surprise capability”, and “visual superiority” are “other abilities” instead of “special attacks” or “special defenses”.

Which is not good at all, because in Appendix E:

being able to surprise creatures is typically a "Special Attack"
arguably, being able to surprise creatures is also typically a “Special Defense” (e.g., camouflage, invisibility)
being able to not be surprised or on only a 1 is typically a “Special Defense”
visual superiority is typically a “Special Defense” (giant eagle, sahuagin)
audial superiority is, too (sahuagin)
detection of creatures through sound or vision is a “Special Defense” for the hell hound…
… and a “Special Attack” for the pseudo-dragon, although that may involve some sort of “magical sense”

and don’t even ask me about the pungi ray.

Um…

… and the intellect devourer
… and the pseudo-dragon

Jeez. They won’t even let me close with punchline.

This isn’t really going anywhere, is it?
Therefore, while I’m pondering this, let’s point out some other interesting aspects of the text.

First, “Special attacks and special defenses can’t be dealt with in as much detail as would be desirable in a work of unlimited length”. Yeah, splendid.

Second, it suggests that “energy drain (cold)” is not the same as “life level drain”, and therefore “energy level drain”, and that it is a special attack in its own right. Does that mean something for the touch attacks of the lich, the groaning spirit, and the spectre, to name but a few?

Third, does the “gaseous discharge” being on par with “missile discharge” mean that the bombardier beetle’s “acid cloud” special attack is an SAXPB? And what about the iron golem’s “poison gas” not being listed as a breath weapon?

Fourth, “heat generation”? Why, would that apply to the salamander’s “heat (1-6)” special attack and “heat” special defense? To the remorhaz’ “glowing back heat melts non-magic weapons” special defense?

Fifth, “summon/gate” is listed as a special attack, which is bad news in many ways (e.g., Geryon; MM. p. 22). Also, what about the shrieker?

Sixth, there is a difference between “spell-like abilities” and “spell use abilities”. While that may obvious, it may be of paramount importance in explaining why and how the various magical abilities of monsters are listed in Appendix E (e.g., night hag, ogre mage, pixie).

Seventh, “spell use” is an “ability”, which means that it may have to be read as “the ability to use spells”. While that may seem to be a matter of semantics, there may very well be much more to it.

Eighth, does the text suggest that a monster having “metal immunity” adds to its xp value if it is also “hit only by magic weapons”?

But let’s try the special defenses anyway
Here’s the list, categorized and lightly edited for.., um, clarity—which I’m obviously going to regret no end.
t11.png

t12.png


Why, that list sucks, doesn’t it?
So, first, what does this list tell us about Appendix E? Well, it tells us one thing: INCONSISTENCY!
Ye gods! It almost seems like it was done on purpose!
YTBL didn’t they at least make the entries consistent? Was Appendix E made by many, many people and then cobbled together by another who just thought “whatevs” when they saw what they had to deal with? Was it made by someone who had to base it on a gazillion rough drafts before someone else edited all of them for the Monster Manual? Was it made by someone who was told “Yup, the system for awarding xp isn’t… that well thought-out, so just work with what you’ve got”? Is it based on various lists (of OD&D origin?) made by many people? Is it all of the above?
And second, why is “exceptional intelligence in combat” suddenly a “special defense” while it is not listed as such in DMG, p. 85, EXPERIENCE POINTS VALUE FOR MONSTERS?
Note to self: Do not mention that “exceptional intelligence in combat” is not listed as a “special defense” in DMG, p. 85, EXPERIENCE POINTS VALUE FOR MONSTERS.

Anyway
While this may seem to be a strange question at first, I suppose the main issue with special defenses is whether multiple special immunities count as multiple special defenses, or whether all of them count as a single special defense for each monster. Since it is impossible to glean anything from the xp values listed in Appendix E—aside from multiple immunities probably not adding up, which is bad—it seems that the sole clues that we have here are:
DMG, p. 85: “special defenses (regeneration; hit only by special and/or magic weapons)”
DMG, same page: “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”*
and now, perhaps, DMG, p. 195: “Metal immunity can pertain to iron, silver, steel, or any other, including combinations, but excluding magical weaponry”
*) Which it doesn’t bloody get in Appendix E

—a-a-a-a-a-a-a-nd that takes me exactly nowhere.

Why? Because the “special defenses (regeneration; hit only by special and/or magic weapons)”-thing seems to suggest that there’s a “category” called “special defenses”, with some examples given, just like there’s one for “special attacks”. So would a monster that could “hug” and “drain blood” get 2×SAXPB for two special attacks? Instinctively, yes.
So do all special defenses stack like special attacks might? Saying yes to this is gonna be a huge pain in the proverbial, as will become clear from what comes next.

Immunities
Immunity? Immunities?
First of all, the list of “SPECIAL DEFENSES” for random monsters from the lower planes quoted above seems to suggest that said fiends can be immune to multiple things (e.g., say, fire, poison, and weapons, with the latter referring “to creatures hit only by magical weapons of a certain value”), much like Appendix E has the black pudding being immune to cold, lightning, and blows. Sticking to the instinctive notion that multiple special attacks should stack, I’d say that multiple immunities stack, too.
Second, that same list has “spell immunity” listed as a “special defense”, which suggests that “immunity to any spell or any number of spells” is a “special defense” in its own right, and therefore worth 1×SAXPB.
Excellent.

So let’s see how that works
According to the above, the fire giant, being “impervious to fire”, gets 1×SAXPB for that.
In like fashion, our fiend, which is immune to fire, poison, and weapons (which we’ve made +1 weapons), gets 3×SAXPB for all of that.

Spiffing! Let’s try another one!
The wight, which has “hit only by silver/magic weapons, limited immunity to magical attacks/poison/paralyzation/sleep/charm” in Appendix E, gets 1×SAXPB for its “immunity to weapons”, and then… um, [skipping the “limited immunity to magical attacks”] 1×SAXPB for its immunity to poison, 1×SAXPB for its immunity to paralysis, and… um, 1×SAXPB for being “immune to any number of spells”.
For a grand total of 4×SAXPB, plus whatever SAXPB “limited immunity to magical attacks” may be, unless that refers to the “(…) hold, or cold-based spells” mentioned in the Monster Manual (p. 100), in which case it gets no additional SAXPBs because we’ve already covered “immune to being immune to any number of spells”. Easy!

But wait
“Immune to cold-based spells”? But doesn’t that make the wight effectively “immune to cold”? And isn’t that worth 1×SAXPB? Or is it just immune to cold of cold and ice storm and the like and will it freeze to death if left outside on a cold winter’s night? Hardly.
So that’s 5×SAXPB for the wight, one each for being immune to weapons, poison, paralyzation, and cold, and then one for being “immune to any number of spells”, in this case charm, sleep, hold, or cold-based spells. There, done!

But wait, doubly
Something doesn’t quite add up. Well, it adds up, but it doesn’t at the same time. For what does the wight getting 2×SAXPB for being “immune to cold” because it is “immune to cold-based spells” mean for the fire giant being “impervious to fire”? Doesn’t that also make the latter “immune to fire-based spells”? Why, yes, it does! So does the fire giant get 2×SAXPB for being “impervious to fire”? I suppose it does.

But wait, trebly
Something sort of adds up too much. For why does the wight get 4×SAXPB for being immune to weapons, poison, paralyzation, and cold, but just 1×SAXPB for being immune to sleep, charm monster, and hold monster (and poison, the reverse of neutralize poison; and paralyzation, the 3rd-level illusionist spell)?
And does this mean that, say, an iron golem, gets just 1×SAXPB for being “immune to most spells”? And then a gazillion other SAXPBs because that also renders it immune to acid-based spells, cold-based spells, electricity-based spells, fire-based spells, gas-based spells, and so on, and so on?
And why does a triton get one measly EAXPA (55 whole xp in this case) for being 90% magic resistant while that renders it all but immune to all of the above, and then some?

This doesn’t add up at all
All of this sort of makes me lean toward “immunity to one or more non-spell-things” and “immunity to one or more spells” just being 1×SAXPB each, which can be in addition to the SAXPBs for “hit only by special and/or magic weapons” and “regeneration”.
However, that feels very, very wrong, for that would value the “impervious to fire” of the fire giant as much as a wight being immune to just about everything.
Base the whole lot on the categories on the saving throws table, then?
t13.png

Naah, that would give the wight a gazillion SAXPBs… as it would the fire giant. So marginal gains at best, if any; a lot of sussing out to do; and final xp values for some monsters that are gonna differ from those given in Appendix E in apocalyptic fashion. As they are going to anyway, thus defeating the purpose of trying to find out what they were thinking when they made Appendix E.

Resistances (and better saving throws?)
And all that is without even taking into consideration that there’s also such a thing as resistance to things. Granted, there isn’t much of that in Appendix E, but there is the efreeti, which “resists fire”; the spectre, which has “partial magic and spell resistance” (which is actually immunities); and the manes with its “resistant to spells as undead” (which is actually also immunities).
Therefore, the subject has to be dealt with.

So is “resistance” a form of “immunity”? Not really, because there’s still gonna be some detrimental effect? Is it an SAXPB? Probably. Will it stack with “immunities to one or more effects”? Um… maybe?
Also, is a “resistance” on par with saving throw bonuses or “saving as”? Intuitively speaking: probably? Technically speaking: not so much?
Will better saving throws stack with resistances? Probably? Will “saving as more hit dice” for monsters with pluses to their hit dice count as “saving as”? Probably?
How about grouping everything together with “immunity to one or more effects”?

And we’re back where we started.

Decision time the second
Magic weapon required to hit is “hit only by special and/or magic weapons”, so SAXPB. Regeneration? SAXPB.



Decision time the third
I think the time has come to give up on this whole thing.

t20.png

t21.png
 

Remove ads

Top