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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: 9794983" data-attributes="member: 29398"><p>I think no matter how finely we try to tune this, there's still going to be situations where it just comes down to eyeballing it at the time.</p><p></p><p>My head. I made those numbers up as examples to show what I was talking about with damage thresholds.</p><p></p><p>Draining blood miiiiiight be covered by the "ability loss" EAXPB (see below) depending what game-mechanical effects the loss of blood inflicts. But if it just does continuing hit point damage (a la what a locked-on Stirge does) then the ability loss piece doesn't apply.</p><p></p><p>Which makes me ask: is there any provision anywhere here for "ongoing damage" giving extra XP? As in, hypothetically, if a monster has an acid attack that does 2d6 damage on a hit and then the acid continues to do d6 damage every round until washed away, what extra XP would that give if any?</p><p></p><p>For these purposes, I'd say that if it affects the current combat it counts. The only time temporary stat loss might not count would be if it's delayed e.g., say, if a creature drained strength but that drain didn't start for ten minutes, then a point per hour is drained for d4 hours, then the strength is recovered at the same rate.</p><p></p><p>I've always assumed the various demonic spell-like effects e.g. generating darkness to be psionic abilities. They're listed like spells in the monster write-ups but they're not spells in that they can't be interrupted or (if your game has such) countered, and therefore shouldn't be the same as ordinary spell use when it comes to giving xp.</p><p></p><p>I've never used (and, frankly, never really understood) the psionics system as presented in the PHB; but I do have psionics in my game (using a homebrew system starting from the Deryni books, MM demons, and Mind Flayer abilities) and expanding from there) and they often can and do affect non-psyonics. Thus, I have to account for them in xp calculations.</p><p></p><p>Another example is the Coffer Corpse (or whichever undead it is, I forget right now) that can teleport people to random nearby places. That's not a spell, in that it doesn't cast and thus cant be interrupted, nor is it psionic - the creature just does it, and thus it should be worth more xp than if it had to go through the interruptable motions of casting a spell to achieve that effect.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9794983, member: 29398"] I think no matter how finely we try to tune this, there's still going to be situations where it just comes down to eyeballing it at the time. My head. I made those numbers up as examples to show what I was talking about with damage thresholds. Draining blood miiiiiight be covered by the "ability loss" EAXPB (see below) depending what game-mechanical effects the loss of blood inflicts. But if it just does continuing hit point damage (a la what a locked-on Stirge does) then the ability loss piece doesn't apply. Which makes me ask: is there any provision anywhere here for "ongoing damage" giving extra XP? As in, hypothetically, if a monster has an acid attack that does 2d6 damage on a hit and then the acid continues to do d6 damage every round until washed away, what extra XP would that give if any? For these purposes, I'd say that if it affects the current combat it counts. The only time temporary stat loss might not count would be if it's delayed e.g., say, if a creature drained strength but that drain didn't start for ten minutes, then a point per hour is drained for d4 hours, then the strength is recovered at the same rate. I've always assumed the various demonic spell-like effects e.g. generating darkness to be psionic abilities. They're listed like spells in the monster write-ups but they're not spells in that they can't be interrupted or (if your game has such) countered, and therefore shouldn't be the same as ordinary spell use when it comes to giving xp. I've never used (and, frankly, never really understood) the psionics system as presented in the PHB; but I do have psionics in my game (using a homebrew system starting from the Deryni books, MM demons, and Mind Flayer abilities) and expanding from there) and they often can and do affect non-psyonics. Thus, I have to account for them in xp calculations. Another example is the Coffer Corpse (or whichever undead it is, I forget right now) that can teleport people to random nearby places. That's not a spell, in that it doesn't cast and thus cant be interrupted, nor is it psionic - the creature just does it, and thus it should be worth more xp than if it had to go through the interruptable motions of casting a spell to achieve that effect. [/QUOTE]
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