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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
XP Value for Monsters?
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<blockquote data-quote="Lanefan" data-source="post: 9776376" data-attributes="member: 29398"><p>It doesn't help that the lists of abilities that provide SA and EA bonuses are incomplete. Aging (as in what a Ghost does to you) isn't mentioned, nor are psyonics, nor a few other important monster abilities that clearly count as special or exceptional abilities, but those things often <em>are</em> given credit in the Appendix E xp values for monsters that use them. Thus, some of the App-E xp values that don't make sense at first glance make at least some sense once you drill down a bit.</p><p></p><p>To this I would say the hit point value is tied to the higher-level class (if there's a difference), meaning your numbers here are correct. That said...</p><p></p><p>For purposes of calculating xp values, it gets a bit messy. Somewhere in the DMG (I think) there's a stray note suggesting that each extra class a creature has beyond the first effectively adds a hit die. Thus, your C/A 7/7 would start as a 7+1 to 8 (because of the Cleric class) then add a die for the Assassin class which puts it as 8+1 to 9.</p><p></p><p>From there add hp, SA, and EA bonuses as normal; of which a C/A would have a fair number due to class abilities and being a Kuo-Toa might give one or two more for racial abilities.</p><p></p><p>Plus one on each of those categories for the second class, but yes, I think you're otherwise correct here. It matches how I do it, in any case.</p><p></p><p>I think it's trying to refer to all levelled creatures. Emphasis on "I think", because with ol' Gygax one can never quite be sure. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One general note: there's almost always going to be a certain degree of DM latitude involved, no matter what you do. That is to say, if the xp number produced by the calculations seems wildly too low or too high, as DM you're always free to adjust it and the rules back you up on this.</p><p></p><p>I'm not sure any of this is all that relevant to xp calculation, and only serves to make a sometimes-complex calculation even more so. The only place saving throws or resistance would matter for xp purposes would be if a creature has unusual resistance to something (SA) or total immunity to something (EA).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9776376, member: 29398"] It doesn't help that the lists of abilities that provide SA and EA bonuses are incomplete. Aging (as in what a Ghost does to you) isn't mentioned, nor are psyonics, nor a few other important monster abilities that clearly count as special or exceptional abilities, but those things often [I]are[/I] given credit in the Appendix E xp values for monsters that use them. Thus, some of the App-E xp values that don't make sense at first glance make at least some sense once you drill down a bit. To this I would say the hit point value is tied to the higher-level class (if there's a difference), meaning your numbers here are correct. That said... For purposes of calculating xp values, it gets a bit messy. Somewhere in the DMG (I think) there's a stray note suggesting that each extra class a creature has beyond the first effectively adds a hit die. Thus, your C/A 7/7 would start as a 7+1 to 8 (because of the Cleric class) then add a die for the Assassin class which puts it as 8+1 to 9. From there add hp, SA, and EA bonuses as normal; of which a C/A would have a fair number due to class abilities and being a Kuo-Toa might give one or two more for racial abilities. Plus one on each of those categories for the second class, but yes, I think you're otherwise correct here. It matches how I do it, in any case. I think it's trying to refer to all levelled creatures. Emphasis on "I think", because with ol' Gygax one can never quite be sure. :) One general note: there's almost always going to be a certain degree of DM latitude involved, no matter what you do. That is to say, if the xp number produced by the calculations seems wildly too low or too high, as DM you're always free to adjust it and the rules back you up on this. I'm not sure any of this is all that relevant to xp calculation, and only serves to make a sometimes-complex calculation even more so. The only place saving throws or resistance would matter for xp purposes would be if a creature has unusual resistance to something (SA) or total immunity to something (EA). [/QUOTE]
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