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.
 

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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.
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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?
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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.

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About 3/4 of the items in the "Unknowns" list are fairly easy to categorize into something that already exists.

Hydras are an oddball and the answer there is probably to assign an xp number per head slain rather than to the creature as a whole, treating the body as just one more head.

Head AC3 and other variable ACs aren't relevant unless part of the creature is AC 0 or lower and another part is AC 1 or higher, in which case I'd give half the bonus AC 0 usually gives.

Poison is poison thus always gives EAXPB regardless of its effect.

Paralysis (and other forms of helplessness e.g. sleep) is always paralysis and thus gives EAXPB, but if it is caused by poison then the EAXPB shouldn't be given twice. Thus, a creature with paralysing poison only has 1 EAXPB but a creature with poison touch and a paralysing stinger (i.e. separate attacks giving separate effects) would get 2 x EAXPB.

Etherealness, phasing, gaseous form, etc. I'd lump under invisibility/unseen: SAXPB.
 

@ilgatto: I love the work you are doing and the thought you are putting into it, but I continue to insist that you have the wrong goal. You will never make a concrete definitive system out of what is intended only to be loose guidelines. Your thinking is very much 4e or later. The production of a rigid system that doesn't involve judgment calls or the reification of Gygax's judgment calls into some definitive guidelines is impossible.

But what you could do that would offer a lot of value is after thinking this hard, come up with a list of all "core' 1e AD&D monsters corrected with the right XP values and transparently showing your work.

You could even write up what special or exceptional abilities can be presumed to be possessed by NPCs of a given class and level, making notes as to what sort of magic items might influence this. For example, a fighter with a sword+3 at 9th level doesn't need bonus XP for that. But one with a girdle of giant strength and a hammer of thunderbolts probably does. A wand of magic missiles is just a missile attack, but a wand of fire is major spell use. And so forth.

For example, I don't necessarily believe "backstab" every qualifies as a special or exceptional ability. A thief of any given level, even if they were able to backstab every round would probably not equal the damage production of an equal level fighter with specialization. And it's not reasonable to suggest that a thief is in any way guaranteed a backstab under the rules, given it requires achieving surprise and striking from the rear. It's not really a reliable attack mode in AD&D under the RAW, and generally less impactful than monsters with charge, jump, or trample attacks that yield extra damage. There is a reason it was replaced with "sneak attack" in 3e.

But you may disagree. What's important isn't really whether we agree, but that in your final list I can see your thinking. That's really ultimately the problem with Appendix E.
 

Hydras are an oddball and the answer there is probably to assign an xp number per head slain rather than to the creature as a whole, treating the body as just one more head.
The hydra is, indeed, a bit of an interesting thing. I haven't really looked into it, yet, but the way I see it, it has 1 HD per head, for a grand total of 5 HD for a five-headed hydra. Since each head has 8 hp, the hydra has 40 hp in this case.
And since it is only killed once all heads are destroyed--i.e., once has suffered the full 40 hp of damage--what does that say about the body? Is it invulnerable? I'd be inclined to say that that is the only conclusion, which is perhaps "corroborated" by the rather weird "all heads must be killed to slay" in Appendix E. And, IIRC, didn't Hercules rather have the same problem when he was dealing with the Lernaean hydra? That the monster just wouldn't die before he had cut off all of its heads?
If this is so, I can only say that not mentioning this "tiny detail" anywhere is a bit of an oversight.

Head AC3 and other variable ACs aren't relevant unless part of the creature is AC 0 or lower and another part is AC 1 or higher, in which case I'd give half the bonus AC 0 usually gives.
You're too kind! :)

Poison is poison thus always gives EAXPB regardless of its effect.
Hmm... Appendix E may disagree. For example, it lists the soldier ant's poison under "Damage Per Attack".

Paralysis (and other forms of helplessness e.g. sleep) is always paralysis and thus gives EAXPB, but if it is caused by poison then the EAXPB shouldn't be given twice. Thus, a creature with paralysing poison only has 1 EAXPB but a creature with poison touch and a paralysing stinger (i.e. separate attacks giving separate effects) would get 2 x EAXPB.
Agreed. More and more inclined to make "stunning" an EAXPA as well, especially coz it my well have ended up as "paralysis but then with a duration." And then there's the manta ray.

Etherealness, phasing, gaseous form, etc. I'd lump under invisibility/unseen: SAXPB.
Probably. Though I'd argue that there is a difference between phasing and (most) invisibility (the pixie being notable in this respect). And then there's the fact that the meaning of "etherealness" seems to have... um, solidified only in Manual of the Planes. The wind walker being a point in case.
So still not really sure what to make of phasing, especially since EGG thought it was a bit of a thing (e.g., v. the aerial combat section in DMG).
 

@ilgatto: I love the work you are doing and the thought you are putting into it, but I continue to insist that you have the wrong goal. You will never make a concrete definitive system out of what is intended only to be loose guidelines. Your thinking is very much 4e or later. The production of a rigid system that doesn't involve judgment calls or the reification of Gygax's judgment calls into some definitive guidelines is impossible.
Well, in my defense, I'm not really trying to make a coherent system for awarding monster xp in 1E. Well, I am, but that's another story.
What I'm trying to do, is find out "what they were thinking when they made Appendix E." And, despite what I've written so far, I'm actually slowly getting somewhere. Perhaps the biggest problem is that 1E builds on OD&D, in which "special abilities", and even awarding xp, weren't really that well-defined--if at all. There's lots and lots of traces of this in Appendix E. For example, charm (with is wildly varying effects; e.g., morkoth), sleep, and the "illusion" of the rakshasa being "special abilities", while they are not for other creatures that can do the same or more, and have them heaped under "magic use".
And "magic use" is an interesting phenomenon in its own right, for there is also such a thing as "spell use". And then there's the dragons, some of which should arguably have "spell use" (Bahamut, some silver and gold dragons), while most of them perhaps shouldn't.

But what you could do that would offer a lot of value is after thinking this hard, come up with a list of all "core' 1e AD&D monsters corrected with the right XP values and transparently showing your work.

You could even write up what special or exceptional abilities can be presumed to be possessed by NPCs of a given class and level, making notes as to what sort of magic items might influence this. For example, a fighter with a sword+3 at 9th level doesn't need bonus XP for that. But one with a girdle of giant strength and a hammer of thunderbolts probably does. A wand of magic missiles is just a missile attack, but a wand of fire is major spell use. [...] For example, I don't necessarily believe "backstab" every qualifies as a special or exceptional ability. A thief of any given level, even if they were able to backstab every round would probably not equal the damage production of an equal level fighter with specialization. And it's not reasonable to suggest that a thief is in any way guaranteed a backstab under the rules, given it requires achieving surprise and striking from the rear. It's not really a reliable attack mode in AD&D under the RAW, and generally less impactful than monsters with charge, jump, or trample attacks that yield extra damage. There is a reason it was replaced with "sneak attack" in 3e.
As to this, if I were to try and devise a coherent xp system for 1E, I'd base it on "what could have been" rather than "what actually happened". Dealt with a 15th-level thief who didn't succeed in backstabbing you? Lucky you, here's an EAXPA for it anyway.
Perhaps the sole exception to this would be for enemies using magic items, for which I'd award xp once the PCs have acquired them--which is typically a lot. However, in practice, I do count magic items as being of consequence for the "xp level" of the monsters encountered, which means more xp for the PCs.

But what you could do that would offer a lot of value is after thinking this hard, come up with a list of all "core' 1e AD&D monsters corrected with the right XP values and transparently showing your work.
But first:
 

But… I. WANT. TO. KNOW.
So lets try and build on the notion of not adding up a gazillion special defenses. Let’s assume that “impervious to fire” and its variants actually only have meaning as far as “magically generated” fire is concerned (e.g., fireball, red dragon breath, and their variants). I mean, hitting someone with a torch or leaving them outside on a cold winter’s night isn’t gonna have much of a game effect on even a PC anyway, while the second wouldn’t even be possible in a dungeon, where, as we know, PCs spend all of their time. Also, in fact, as much is often suggested in the various monster descriptions in the Monster Manual (e.g., p. 99: “Vampire”).

This allows us to divide the “immunities” category into two distinct categories, namely making a monster:
tb5.png


This leads to the following, assuming that a “special defense” is always an SAXPB; that “immune to some spells” cannot be an EAXPA because “magic resistance” is already an EAXPA; and that “immune to some spells” actually means “immune to some spells/spell-like effects”:
tb6.png


The gentle reader may have noticed three things:
First, how this actually heaps “immunity to weapons” onto the same pile as “hit only by special and/or magic weapons”, which I like—I think (gotta be careful)—and wherefore I’ve added “magic weapon required to hit” to the table.
Second, how this adds a third “category of immunity” to the two we already had, namely “immune to poison” (or perhaps “immunity to a harmful substance” to be on the safe side). Strangely enough, something like this is sort of corroborated by Dragon #89, p. 49: “Resistance or immunity to poison”, but I’m gonna have to sod that because I’m not using that as a source.
Third, how some monsters are immune to paralyzation, but that this doesn’t add to the possible “immunities” categories because paralysis can come about magically or through some sort of poison, and we’ve just established an “immune to poison” category—

Dammit.

The gentle reader may have noticed four things:
First, as above.
Second, as above.
Third, as above.
Fourth, how all of this leaves us with the problem of resistances and better saving throws.

Well, nobody said this was gonna be easy
As to better saving throws against something (or everything), I’d venture that that is more a “resistance” to something than an “immunity” to one, despite the fact that passing a saving throw can lead to no adverse effects at all.
Problem is, that resistances to whatever and better saving throws vs things are arguably less worthy of an xp value than being immune to them. And since “immunities” are SAXPBs coz “special defenses” and “magic resistance”, we don't have a value for resistances and better saving throws.

Maybe listing things for a bit will help?
tb7.png


Why, yes it does! For that makes “resistances” and “better saving throws” do the same as “immunities”!

Well, it actually doesn’t, coz the definitions are mine, and not theirs.

Hmm… how’s about just forgetting about resistances and better saving throws? Not really a thing, coz they listed them as special defenses in Appendix E. Confound they!

Still, it’s progress (of a kind)

Because we are now pretending to have “solved” the immunities and “left just the resistances and better saving throws up in the air”, I suppose some progress has been made, wherefore there is still hope that everything will somehow come together nicely in the end. /s

So, are there any more “special defense categories” we can deal with? Well, there sort of are.

There’s the “repercussions”, which are given “Special Defense” status in Appendix E, and shall therefore be worth an SAXPB—though not so sure about the salamander’s “heat”.

Same thing for the “active defenses”, which should therefore be worth an SAXPB each, if not for the fact that some of them already have a “special attack” xp value and that the “anti-magic” of the beholder is quite the thing, as is the “special defense” aspect of the bombardier beetle’s acid cloud (stunning and deafening). And then there’s the “musk” of the giant skunk being a special defense while it is not for the wolverines—

Next!
Etherealness, then? Well—

Next!
Bloody, bloody lamp.

The lammasu’s “protection from evil” (which is always active—and is actually protection from evil, 10’ radius, and “double strength” at that). This combines “immune to some weapons” (natural ones—it’s a stretch, I know) and “better saving throws”. So that’s 1×SAXPB, plus—

Next!
Climbing?

Next!
Well, there ain’t that many anymore.

The gas spore’s “explosion (6-36)”? Hardly a “special defense”, first because it’s dead, and second because it will only protect it from attackers in the know—and aware of the fact that it is not a beholder. It isn’t really “attacks causing maximum damage greater than 24 singly” either, because it’s dead, which prevents it from attacking altogether.

The buffalo’s “head AC 3”? I mean, seriously? Post scriptum: no offense, @Lanefan

The xorn’s “molecular readjustment”? Apart from allowing it move through earth, this seems to make it technically “immune” (or perhaps resistant?) to “stone to flesh or rock to mud spells” (MM, p. 102), which would firmly place it in the category “immunity to most spells and magic” already mentioned in Appendix E. Unless, of course, it’s a resistance.

The blink dog’s “teleport” and the unicorn’s “teleport away”, then? Well, it’s not “minor (basically defensive) spells”, coz it emulates a 5th-level spell. But why is it a “special defense” when a lot of other creatures can do the same thing as part of their array of magical or spell-like abilities or powers or feats (“spell use”)? I guess the difference here is that the blink dog and the unicorn do not have any other “spells” at their disposal?

You know what?, or: Just thinking out loud here (which I’ve been doing all along)
I’ve suddenly realized that I may have been going about this the wrong way entirely. I’ve been assuming that all special defenses must be worth an SAXPB at best, simply because DMG, p. 85 says: “special defenses (regeneration; hit only by special and/or magic weapons)”, and, crucially, has them all as SAXPBs. But that same DMG also has “magic resistance” as an EAXPA, which used to be “just a special defense” in Appendix E.

Where does that get me?

Can I make my current “immunities” worth an EAXPA? Not really, coz that would mean making “magic weapon required to hit” one, which it isn’t. But it would solve the “immunities” vs “resistances” and “better saving throws” problem.

But it would also put “immunity to some spells” on par with “magic resistance”. Would that be a bad thing? Would a fire giant being “impervious to fire” be of the same value as a triton having “magic resistance (90%)”? Which renders it all but immune to fireball?

Why, maybe it does. For the fire giant is always immune to fireball, while the triton “only” has 90% chance to be “impervious” to it. Naah, that’s looking at it from a bit of a narrow perspective, isn’t it?

Oh well. Just a thought.

Which I shouldn’t have had, because all special defenses are SAXPBs. Well, except magic resistance.

Any more?
Obviously.
The “gaseous form” of the vampire? As opposed to just being able to assume gaseous form whenever, which it also can, I shall throw all caution into the wind and assume that it refers to it automatically reverting to gaseous form instead of being killed at zero hit points. Special defense it is. And could it be on par with powerful demons and devils only being definitively slain in their own plane?

Next, I’d say that the shrieker’s “noise” is a special defense if ever you saw one, but Appendix E says it isn’t worth anything xp-wise. Folks have suggested that this may be because reductions in xp values may apply when a monster cannot “attack”, but that’s probably best ignored forever for now.

Then there’s the displacer beast with its “-2 on opponent’s “to hit” dice, +2 on own saving throws”, all of which is because of molecular vibrations it is actually “displaced”, sort of. I’d be inclined to say that the package is worth an SAXPB as a whole, but this is about they and not me. But maybe there’s a lesson to be learned here for “better saving throws”?

Then there’s the dryad’s “magic use”, which I suppose refers to her ability to “step into a tree and then dimension door” to her own tree—if only because her ability to charm is already a special attack as “charm person”. I’d say that this means that, because she cannot actually “dimension door” as per the (not so minor but perhaps basically defensive) 4th-level magic-user spell, they have decided that it was a “special defense”. Irritatingly, this ability may also be like the teleporting abilities of the blink dog and the unicorn if there were a category like “getting out of combat situations in some instantaneous fashion”… which there probably shouldn’t be.

The quasit’s “magic use & partial immunity to spells” is another problem, for what does the “magic use” mean? And why is it linked to the “partial immunity to spells” with an ampersand, suggesting that the two things are part of the same package? This may be linked to the weird stuff going on in the MM text (p. 80), which seems to list its ability to regenerate among its “spell-like abilities”, although “becoming invisible at will” and generating fear may not have been treated as such in some cases.

The morkoth’s “spell reflection” seems a fine “special defense”, perhaps even a repercussion, which would give some more body to a “repercussions as a special defense” category.

Not sure what the giant squid’s “tentacle hits” means. If it would mean that its tentacles have hit points in addition to the 12 hit dice for its body, then the zillionth world of pain will open up. Therefore, that is probably it—hit points in addition to the main body.

And then there’s the hydras’ “all heads must be killed to slay”, which may be linked to the giant-squid’s-tentacle-thing in some weird fashion, but otherwise doesn’t seem much of a special defense, because duh!

Unless… that means that its body is “immune to damage”. Post scriptum: it probably is!

The final big one(s)

So, Appendix E lists variants of “surprise on” as a special attack, and variants of “surprised” as a special defense. Since the first is important because of the rules for surprise, it only makes senses that the second does, too.

But then there’s such things as remaining unseen/undetected in various ways, among which “invisibility” (the spell), “becoming invisible at will”, just always being invisible (invisible stalker, pixie), hide-in-terrain variants (which, infuriatingly, can also be a “special attack”; e.g., pungi ray), camouflage, chameleon powers, and so on, and so on. All of which, I suppose, not only increase the chances of monsters to surprise PCs, but also affect the to hit rolls of PCs in some cases.

And then there’s monsters that can sense/detect all manner of things, such as: invisibility (hell hound), enemies (unicorn), just about anyone (doppleganger, wind walker), whatevs, which I suppose will decrease their chances of being surprised.

Horror of horrors
DMG, p. 62: “While each possible cause of surprise could be detailed, with a matrix and factors of time for recovery from the condition calculated to a nicety, the overall result would not materially add to the game – in fact, the undue complication would detract from the smooth flow of play.”
Infuriatingly Surprisingly, surprise/surprised are among the few things Appendix E lists as special attacks/special defenses almost without fault (well, you know what I mean), which seems to suggest that they thought these were really a thing.

So, this means I’m gonna have to see what the rules for surprise and initiative are all about, which I’ve been dreading ever since I started this little experiment. For, as we all know, these rules were not meant to be understood by mortals, which the DMG (p. 61) goes on to prove by stating that “The term surprise is basically self-explanatory” and then immediately following that up with “In such circumstances the non-surprised (or less-surprised) party has an immediate advantage which is reflected in the granting of 1 or more segments of initiative, during which the active (non- or less surprised) party can take actions 4. A. through H. (…)”.

Of which the latter is “Grapple or hold”, which refers to more rules that weren’t meant to be understood by mortals.

But let’s get down to the basics, which I assume to be:
DMG, p. 61: “The surprise segment is 6 seconds”
DMG, p. 61: “Surprise is usually expressed as a 2 in 6 chance for all parties concerned (...). Each 1 of surprise equals 1 segment (six seconds) of time lost to the surprised party, and during the lost time the surprising party can freely act to escape or attack or whatever”
DMG, p. 62: “Because the party surprised is (relatively) inactive, the surprising party will be able to attempt telling blows during each segment of surprise as if the segment were an entire round!”

As far as I understand this, this means three things:

1) There can be situations in which the “surprising party” can have as many as the equivalent of “two combat rounds” to do… “whatever”, which can be pretty lethal—which is a word I probably shouldn’t have used, so let’s go with “because attempts at telling blows” instead
2) Any reduced chance of being surprised is a “special defense” that can “prevent” a monster from suffering too much damage while it is surprised
3) Most importantly, all of this suggests that I don’t really have to go into the rules for “initiative”

Okay. So, should I analyze what surprise/surprised entails (for monsters)? Something like: an increased chance to surprise is “a special attack… um, ability that can allow the monster a chance to do whatever it likes without fear of immediate repercussions”? And then: a reduced chance to be surprised is “a special defense that can allow a monster a chance to—”

You know what? Never mind.

Cool. If “surprise on” is a “special attack” worth xp, and “surprised” is a “special defense” worth xp, then what about other abilities that can increase/reduce the chances of surprise/being surprised without actually saying so?

Excluding “surprise on”, which is a “special attack” (well, usually), we’d get the following list of relevant special defenses found in Appendix E, plus an attempt to categorize them, and then some:
tb8.png


Good news and bad news (mixed, coz I don’t know what the good news is and what the bad)
So. There’s many things in this list that have to do with being unseen sort of leading to a “better chance to surprise”—which is a “special attack”, like the “concealment” of the pungi ray, and the “hide in shadows” of the intellect devourer. This seems to suggest that these are valued for something other than that—well, except for the pungi ray and the intellect devourer.
Speaking of which, we should probably also forget about the “see invisible” of the pseudo-dragon being a “special attack” at this point.

So that seems to leave the “unseen” category out of the “surprised being a special defense” equation, but still special defenses of some kind. And does that mean that all other “special defenses” that do not explicitly state their effect on being surprised are also to be valued for something else? But for what? The “ability to stay out of harm’s way”? Nope.

I suppose my attempt to gather all of the above in a “surprise/surprised” category isn’t working.

Sigh. That leaves me with a lot of unknowns, if only because there’s some spell-like effects involved.

So what’s next?
DMG p. 58 lists “special defenses” as being an SAXPB—well, except for magic resistance—so should I keep it that way? Well, except for magic resistance?
That still leaves me with the question what, exactly, should be a special defense, and which of them should add up and which should not.
Sticking to the DMG in the strictest fashion possible, this would mean that any special defense is just that: a special defense worth an SAXPB.
As to the stacking, it could be argued that the answer is “no”, albeit on shaky grounds. For did they who made the table on p. 85 just list “special defenses [followed by examples]” because listing all of them separately would take too much space? Or did they do so because any number of special defenses is just worth worth an SAXPB because there’s only category for special defenses?
That seems silly, mainly because that would mean that a monster immune/resistant to lots of things gets just 1×SAXPB for all of that, just like a monster that just suffers one point of damage less from, say, a sharp weapon.

A fundamental change of course?
And yet, it would be in line with something I’ve started thinking of more and more while doing the special defenses. However, there’s one major problem with that thought to begin with, which is that it may not really involve what they were thinking when they made Appendix E, although it could be related to it more than may be apparent.

What if a monster having any number of special defenses would be worth just 1×SAXPB?

As I’ve been rambling on, and therefore typing all of this—SAXPB, EAXPA, SAXPB, EAXPA, etc., etc.—I’ve started wondering more and more why DMG, p. 85, EXPERIENCE POINTS VALUE FOR MONSTERS, actually says SAXPB and then EAXPA.

Special Ability X.P. Bonus
Exceptional Ability X.P. Addition

Let’s looks at the relevant parts of that table in more detail—and leave the crappy examples out of all this for the time being, mostly because almost all of them blatantly contradict what is actually said in the table and its earlier appendices.

The relevant sections of the table, with its introduction and relevant footnotes on “typical abilities”, read as follows:
DMG, p. 85: “If the monster is particularly powerful, double the Exceptional Ability Addition may be awarded.

Special Ability X.P. Bonus (SAXPB)
four 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

Exceptional Ability X.P. Addition (EAXPA)
energy level drain
paralysis
poison
major breath weapon
magic resistance
spell use
swallowing whole
weakness
attacks causing maximum damage greater than 24 singly, or attacks causing maximum damage greater than 30 doubly, or attacks causing maximum damage greater than 36 trebly, or attacks causing maximum damage greater than 42 in all combinations possible in 1 round

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. If an otherwise weak creature has an extraordinary power, multiply the award by 2, 4, 8, or even 10 or more.”

So why does a monster get an xp “bonus” for having a special ability, and then an “addition” to its xp value for an exceptional ability? Gygaxiana? Possibly. But why? Why the distinction in the first place? Why not allow xp bonuses for everything and then double, triple, whatever them in the table? To stick to some unfathomable (OD&D?) formula devised at some point? Perhaps, but it will take a greater mind than mine to figure that out, for my skills at true math are… um, not so good.

Or is it that a monster can have special abilities—period—and that it gets a bonus to its base xp value for each of them? Then, if for any reason any special ability would be judged “exceptional” (or be an extraordinary power—ye gods, they can’t even be consistent within the same bloody paragraph) an addition to its xp value is warranted.

Think about it.

Energy level drain? Special attack
Paralysis? Special attack
Poison? Special attack
Major breath weapon? Special attack (can arguably be a special defense?)
Magic resistance? Special defense
Spell use? Special attack (can arguably be a special defense?)
Swallowing whole? Special attack
Weakness? Special attack
Massive damage? --Dammit!

If this would be a thing, it wouldn’t matter at all what they would write under “Special Defenses” in Appendix E, would it? And under “Special Attacks”, for that matter.

Now, I know that the actual xp values of many, many monsters in Appendix E do not reflect this notion at all. But this is not about whether the xp values in that appendix are correct, it is about what they were thinking when they made it. And then there’s the cardinal—and for this purpose conveniently modified—rule that one should never consult the xp values in Appendix E when trying to make sense of the xp values in Appendix E.

But unfortunately there’s many, many more problems with this “bonus/addition” notion.

For one, if we would take the EXPERIENCE POINTS VALUE FOR MONSTERS table and its appendices as the basic guideline for determining the xp value of a monster, this monster can never get a double SAXPB for anything, because doubling, trebling, quadrupling, etc., xp for abilities can only be done for exceptional abilities extraordinary powers. Or did they use the term “extraordinary powers” on purpose here to include “special abilities”?

For two, it doesn’t explain why some monsters have massive numbers of SAXPBs while they just have one or a couple of special abilities (e.g., giant tick).

For three, this is probably gonna involve adding the info in each monster’s entry in the Monster Manual to the equation—which one should anyway, but which I was trying to avoid as long as possible.

For four, and then some.

Still, I guess there’s only one way to find out. Let’s do some monsters in Appendix E in a strict fashion, running two checks:
1) Determine whether a monster has any special abilities
2) Determine whether it has any abilities the EXPERIENCE POINTS VALUE FOR MONSTERS table considers to be exceptional.

tb9.png


Yeah. I mean: no.

I mean, there’s definitely gonna be monsters where this does work (e.g., the “ape” and the “ape, carnivorous”), but in these cases the well-known phrase “Coincidence? I think yes!” is probably of greater value than the fact that their xp values are “correct”.

And yet, it may just have been what they were thinking when they made Appendix E… um, the EXPERIENCE POINTS VALUE FOR MONSTERS table.

Dammit.

Trebly.
 
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@ilgatto , I'm starting to think you're worrying too much about whay "they" were thinking at the time, where the true usefulness of this exercise in fact lays in redesigning the SA and EA lists - and maybe all of Appendix E in the process - such that "we" can make more sense of them today.
 

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