ilgatto
It takes two to tango
I'll tell my DM!I think you've already earned enough XP from this exercise to go up a level!
I'll tell my DM!I think you've already earned enough XP from this exercise to go up a level!
Fair enough.@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.
I think one of the biggest problems here is the fact that “magic resistance” is worth an EAXPA.MM, p. 5: “MAGIC RESISTANCE indicates the percentage chance of any spell absolutely failing in the monster’s presence.”
Sorry about the delay, but I've been trying to get my head around a new approach to the phenomenon of "special attacks" and how they are listed in the XPV table in the DMG and Appendix E, which may well have consequences for what, exactly, a "special defense" is, and how it should be rewarded.First very quick thought there is that blanket % resistance to all magic should be EA no matter what, while immunities or resistances to certain specific spells or effects or elements should be SA (resistances just one SA no matter how many different things you're resistant to, immunities 1 SA per different immunity except spell immunity 1 SA no matter how many different spells).
Thus for Wraith it might be:
SA - damage reduction (special wpn required to hit)
SA - immune poison
SA - immune cold
SA - immune paralyzation
SA - immune to various spells and their effects
I don't think this matters. Whatever codification this all leads to is probably going to turn Appendix E on its head anyway by boosting the xp value for some creatures and reducing it for others, so if something leads to numbers different than what App-E shows, don't sweat it.Also, the wraith example does not solve the problem of the triton leader vs the gelatinous cube:
SA - immune to various spells and their effects
SA - immune to electricity
SA - immune to paralyzation
SA - resistant to cold (resistances to certain specific spells or effects or elements)
That still leaves it with +100 xp vs the +65 xp of the triton leader.
Alien physiology isn't one I'd ever considered, and for me it'd be SAXPB at best and maybe not even that.Should there be some turning point when "many, many immunities" simple become an EAXPA?
Should we treat certain categories of monsters that are immune to a lot as just getting an EAXPA for that?
Undead? Yup, immune to a lot, so EAXPA.
Devils, demons? EAXPA. Magic resistant, you say? Here's another EAXPA!
Any creature with an "alien physiology", such as a gelatinous cube or a black pudding? EAXPA.
I'd be fine with any final results not corresponding to what Appendix E says, for that is inevitable anyway.I don't think this matters. Whatever codification this all leads to is probably going to turn Appendix E on its head anyway by boosting the xp value for some creatures and reducing it for others, so if something leads to numbers different than what App-E shows, don't sweat it.
Ah. That's a 3E thing I use for 2E xp. Sort of slipped in.Alien physiology isn't one I'd ever considered, and for me it'd be SAXPB at best and maybe not even that.
Yeah, it would, in at least some cases. But it would also elevate others above what they are worth now, which is probably a good thing (e.g., the vastly underrated skeletons).The problem with making "many immunities" an EAXPB is that doing so would probably in fact reduce the total xp the creature was worth! If say a 5 HD creature has four different immunities each giving an SA of 40 (so 160 total), converting those to a single EAXPB reduces that bonus to only 75. Maybe it's just me, but somehow that seems counterintuitive.![]()
OD&D Volume 2, p. 3: “Special characteristics are dealt with in the separate paragraphs pertaining to each monster which follow this table.”
OD&D Volume 2, p. 5: “Special Ability functions are generally as indicated in CHAINMAIL where not contradictory to the information stated hereinafter, and it is generally true that any monster or man can see in total darkness as far as the dungeons are concerned except player characters.”
OD&D Volume 2, p. 5: “Attack/Defense capabilities versus normal men are simply a matter of allowing one roll as a man-type for every hit die, with any bonuses being given to only one of the attacks, i.e. a Troll would attack six times, once with a +3 added to the die roll. (Combat is detailed in Book III.)”
Which is followed by this table:OD&D Supplement I, p. 13: “The awarding of experience points is often a matter of discussion, for the referee must make subjective judgments. Rather than the (ridiculous) 100 points per level for slain monsters, use the table below, dividing experience equally among all characters in the party involved.
Swords & Spells, p. 15: “BREATH WEAPONS AND OTHER SPECIAL ATTACK FORMS: When dealing with unusual attack forms, it must be kept in mind that the relative scales will often be different, i.e. the attacker at 1:1, the attacked at 1:10. Therefore, all breath weapons will have the usual area of effect, but those figures for which saving throws are made will take one half damage distributed on a maximum of five figures, and in the case of gases, those saving will not be affected. Damage is applicable in full to all figures before saving throws, so that if a dragon is capable of discharging a 50 hit-point lightning bolt, each figure could take 50 points of damage.
Gorgon breath is a cone ¼” wide at the monster’s mouth, 1” wide at its greatest extent, and 6” long.
Missile weapons are simply treated as missiles of the appropriate type, fired in the appropriate number, by an attacker of the indicated level.
Touch weapons will affect but one figure at 1:10 scale per turn, and for purposes of the rules, if the saving throw is made all scale creatures avoid the attack, but if the saving throw is not made, all are affected.
Gaze attacks will affect only the first rank of figures in a sight range of 3” deep by 3” wide. Saving throws are applicable.
D&D, p. 11: “Special abilities of the monster would indicate monsters which regenerate, use or hurl missiles, have poison, have paralytic touch, etc.”
Expert Rulebook, p. X27: “Some notes on special attacks follow the section on damage.”
Expert Rulebook, p. X27: “Special attacks may also be listed under damage, such as poison, petrification (turn to stone), paralysis, energy drain, and so on.) Some notes on special attacks follow.”
Dungeon Masters Rulebook, p. 5: “Some other creatures also have special attacks, like poison. Some can paralyze, and some can even turn you to stone by just looking at you – unless you look away in time. And dragons are the worst! They can breathe fire, acid, or other deadly things.”
Dungeon Masters Rulebook, p. 23: “Many monsters have Special Attacks, which are mentioned in the descriptions. A character can usually avoid the effects of a Special Attack if a Saving Throw is successfully made (though Energy Drain has no saving throw).”
Expert Rulebook, p. 45: “Some monsters have the following Special Attacks:”
MM, p. 5: “NUMBER OF ATTACKS shows the number of basic attacks the monster is able to make during a given melee round. (…) It does not usually consider unusual or special attack forms.”
MM, p. 5: “SPECIAL ATTACKS detail such attack modes as dragon breath, magic use, etc. The full explanation of the mode is detailed in the material describing the monster.”
MM, p. 5: “SPECIAL DEFENSES are simply what the term implies and are detailed in the same manner as are special attacks.”
MM, p. 5: “MAGIC RESISTANCE indicates the percentage chance of any spell absolutely failing in the monster’s presence. It is based on the spell being cast by a magic-user of 11th level, and it must be adjusted upwards by 5% for each level below 11th or downwards for each level above 11th of the magic-user casting the spell.”
PHB, p. 12: “System Shock Survival states the percentage chance the character has of surviving the following forms of magical attacks (or simple application of the magic): aging, petrification (including flesh to stone spell), polymorph any object, polymorph others.
PHB, p. 30: “But this impression is false, for monks have their own special attack and defense capabilities, certain other powers, and most of the abilities of the thief class and some clerical-type capabilities as well.”
PHB, p. 31: “Notes Regarding Special Abilities: [goes on to list the monk’s A-K special abilities]”
PHB, p. 106: “Monsters with high hit point/dice have large experience point awards. Special abilities such as magic resistance, spell capability, gaze or breath weapons, regeneration, and the like also increase experience points amounts.”
PHB, p. 106-107: “Your DM will award your character(s) experience points as explained. He or she has detailed information respecting this subject, and a chart of experience points to be given for monsters slain, with bonus points shown for special abilities of monster.”
DMG, p. 70, paraphrased: “Special types of attacks: Flank attacks [no AC, no shield, no dex]; Rear Attacks [-2 to hit, no shield, no dex; gotcha, blink dog!, ed.]; Stunned, Prone, or Motionless Opponents [as rear attack, except +4 to hit]; Magically Sleeping or Held Opponents [automatic hits, maximum damage; double #attacks/attack routines; automatic kill in non-combat situations; does not apply to normally sleeping opponents’; Invisible Opponents [can only be attacked if somehow detected; -4 to hit, and no flank or rear attacks unless actually seen]”
DMG, p. 75. paraphrased: Creatures that are struck only be magic weapons can still be struck by creatures with specific numbers of hit dice.
DMG, p. 84: “Adjustment and Division of Experience Points (…) With respect to monsters, each hit die balances 1 experience level, counting each special ability and each exceptional ability as an additional hit die, and also counting any hit point plus as an additional hit die.”
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.”
DMG, p. 85: “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.”
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. If an otherwise weak creature has on extraordinary power, multiply the award by 2, 4, 8, or even 10 or more.”
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 [ah, those!, 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.”
DMG, p 227: “Breath Weapon – Special attack of certain creatures like dragons, chimerae, etc. causing any of several different effects. For saving throw purposes the ”Breath Weapon” category excludes petrification and polymorph results, which have their own category.”
I'm looking at the BECMI Basic Dungeon Masters Rulebook, page 23, and it says Blindness imposes a -4 penalty to hit, slows movement to 1/3 normal or 2/3 normal if led, and gives enemies +4 to hit you.And then there’s the BECMI D&D rules
View attachment 423164
re blindness: Looks like blindness may originally have been a lot worse than it is in AD&D. Also, it suggests that to hit penalties in darkness is a thing, which may mean that to hit penalties in general may be a thing?
Heh. Correct. That was me thinking of 2E being blinded vs 1E being blinded when wondering whether imposing to hit penalties would be worth xp. The whole thing is becoming a bit complicated at the moment.I'm looking at the BECMI Basic Dungeon Masters Rulebook, page 23, and it says Blindness imposes a -4 penalty to hit, slows movement to 1/3 normal or 2/3 normal if led, and gives enemies +4 to hit you.
Remember that AD&D predates BECMI by several years.
To the best of my recollection blindness or being in pitch darkness in OD&D doesn't have a defined penalty. It's left up to DM discretion.
In AD&D being unable to see your target (full darkness, blindness, or them being invisible) imposes a -4 to hit (1979 DMG page 60, page 70).
In B/X being blinded means completely unable to attack (see Light spell, page B15). Being "partially blinded" gives a -4 (see Destroying Vampires, page X42).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.