Introduction
I thought the old tables (31 and 32) in the DMG didn't do
enough justice to the variability found in monsters. I wanted to make a table that added a
bit more detail so that monster experience could be calculated more accurately. The result
is the list provided below.
Table 1 - Experience Points according to Hit Dice and Modifiers from
Table 2
Hit Dice or Level |
XP Value |
up to ˝ |
7 |
˝+ to 1 |
15 |
1+ to 2 |
35 |
2+ to 3 |
65 |
3+ to 4 |
120 |
4+ to 5 |
175 |
5+ to 6 |
270 |
6+ to 7 |
420 |
7+ to 8 |
650 |
8+ to 9 |
975 |
9+ to 10+ |
1,400 |
11+ |
2,000 |
12+ |
3,000 |
13+ |
4,000 + 1,000 per additional Hit Die or Level |
How to use this Table
To determine the number of experience points to award for overcoming
enemies, find the Hit Dice of the creature. Creatures with X+4 Hit Dice to X+9 Hit Dice
count as the next higher category on the Creature Experience Point Value Table, and
creatures with X+10 Hit Dice and up are considered two categories higher. This number is
the base Hit Dice number for the creature. To this base number possible modifiers are
added. These modifiers are listed on the Hit Dice Value Modifiers Table. After adding
these modifiers, the total Hit Dice is calculated, and referenced on the Creature
Experience Point Value Table to get the total experience point value. Half modifiers are
counted by adding the half of the amount for rising to the next xp level to the total,
(i.e. a creature which gives a total of 12˝ Hit Dice is worth an experience total of
3,000 plus 500 for 3,500 XP).
Table 2 - Hit Dice Value Modifiers
Ability |
Hit Die Modifier |
A. Physical Combat Related Abilities |
+˝ to +2 |
Armor Class 0 to -5 |
+1 |
Armor Class -6 to -10 |
+1˝ |
Armor Class -11 and up |
+2 |
2 to 3 Attacks per Round |
+1 |
Four to Five Attacks per Round |
+1˝ |
Six Attacks and More per Round |
+2 |
Attack Multiple Opponents in Same Round |
+˝ |
Single Attack causing 20+ points of Damage |
+2 |
Multiple Attacks causing 30+ points of Damage |
+2 |
Greater than normal hit points |
+1 |
|
B. Special Combat Abilities |
+˝ to +1 |
Flying |
+1 |
Intelligent Tactics, Cunning |
+1 |
Enhanced Surprise |
+˝ |
(Thief, Kech, Skulk, Beastman, Buckawn) |
Backstabbing |
+˝ |
(Thief) |
Martial Arts |
+˝ |
(Fighting Monk) |
Disguise |
+˝ |
(Mongrelman, Leucrotta, Kech) |
|
|
C. Spell Ability |
+˝ to +3˝ |
Using Minor (Basically Defensive) Spells |
+˝ |
Spell Use (Level 1 to 4) |
+1 |
Spell Use (Level 1 to 7) |
+2 |
Spell Use (Level 1 to 9) |
+3 |
Minor (Lvl 1 to 4) Limited Innate Spell Powers |
+1˝ |
Minor (level 1 to 4) Unlimited Innate Spell Powers |
+2˝ |
Major (Level 1 to 9) Limited Innate Spell Powers |
+2˝ |
Major (Level 1 to 9) Unlimited Innate Spell Powers |
+3˝ |
|
D. Special Attack Forms |
+˝ to +3 |
Aging Attack |
+2 |
(Ghost) |
Blood Drain |
+1 |
(Giant Weasel) |
Breath Weapon, Minor |
+1 |
(Hell Hound, Chimera, Firenewt, Mist Wolf) |
Breath Weapon, Major |
+2 |
(Dragon, Giant Slug, Dragon Turtle) |
Cause Fear |
+2 |
(Dragon, Lich, Son of Kyuss) |
Cause Disease/Affliction, Minor |
+˝ |
(Rat, Mummy) |
Cause Disease/Affliction, Major |
+2 |
(Lycanthropes, Violet Fungus) |
Draining, Minor |
+1 |
(Shadow, Haunt, Swordwraith) |
Draining, Major |
+3 |
(Wight, Spectre, Lamia) |
Gaze Weapon |
+2 |
(Umber Hulk, Vampire, Pyrolisk, Catoblepas) |
Hug |
+1 |
(Owlbear, Couatl) |
Mental Blast |
+2 |
(Mind Flayer) |
Missile Discharge |
+1 |
(Manticore, NPC with Longbow, Voadkyn) |
Paralysis |
+2 |
(Ghoul, Lich, Carrion Crawler) |
Petrification |
+2˝ |
(Medusa, Basilisk, Gorgon) |
Poison, Minor |
+1 |
(Giant Centipede, Poisonous Frog) |
Poison, Major |
+2 |
(Couatl, Giant Hornet, Giant Spider) |
Soul Draining |
+3 |
(Demi-Lich) |
Sound Attack, Major |
+2˝ |
(Demi-Lich, Groaning Spirit, Death Watch Beetle) |
Sound Attack, Minor |
+1 |
(Harpy, Androsphinx, Tyrg) |
Swallowing Whole |
+2 |
(Purple Worm, Tyrannosaurus Rex, Manta Ray) |
|
E. Special Defense Forms |
+˝ to +3 |
Reduced Damage from Certain Weapons |
+˝ |
(Skeleton, Stone Guardian) |
No Damage from Certain Weapons |
+1 |
(Aurumvorax, Gargoyle) |
No Damage from Weapons below +2 |
+1˝ |
(Succubus) |
No Damage from Weapons below +3 |
+2 |
(Pit Fiend, Phoenix, Rakshasa) |
No Damage from Weapons below +4 |
+2˝ |
(Planetar, Rakshasa Ruhk) |
No Damage from Weapons below +5 |
+3 |
(Solar, Yeth Hound) |
Magic Resistance up to 25% |
+1˝ |
(Yeth Hound) |
Magic Resistance from 25% to %50 |
+2 |
(Pseudo Dragon) |
Magic Resistance of 51% and up |
+2˝ |
(True Tanar´ri) |
Spell Negation |
+2 |
(Beholder) |
Spell Reflection |
+3 |
(Morkoth) |
Regeneration |
+1 |
(Troll, NPC with Ring of Regeneration) |
Invisibility at will |
+1 |
(Sprite, NPC with Ring of Invisibility) |
Immunity/Resistance to Uncommon Attack Form |
+˝ |
(Elf, Mimic) |
Immunity/Resistance to Common Attack Form |
+1 |
(Skeleton, Salamander, Frost Giant) |
Immunity/Resistance to Most Spells |
+2˝ |
(Golem, Rakshasa) |
|
F. Magical Items |
Using Minor Magical Items Which Affect Combat |
+1 |
(Flame Tongue Sword, Ring of Free Action) |
Using Major Magical Items Which Affect Combat |
+2 |
(Vorpal Weapon, Staff of Power) |
Using Artifact or Relic |
+3 |
(Sword of Kas, Hand of Vecna) |
|
G. Penalties to Experience |
Vulnerability to Common Attack Form |
-1 |
(Yugoloth, Giant Hornet) |
Vulnerability to Uncommon Attack Form |
-˝ |
(Vampire, Rakshasa) |
Guidelines to using the New Experience Point Value Table
1. No ability can be counted twice in any case
(Spell use of 1st through 6th Level spells gives a modifier of +2, not +3.)
2. If more than one modifier is applicable the greater one is counted.
(Gorgon breath would be a +2˝ modifier as Petrification, instead of a +2 modifier as
Major Breath Weapon.)
3. When dealing with a power not listed on this table, use the most
similar power to determine it´s modifier
(Constriction from a Couatl would be about the same as the Hug of a Owlbear, so it would
be a +1 modifier, Terror is the same as Fear etc.)
4. Abilities must have the possibility of usage to be counted.
(An Aaracockra for example would get no modifier for his flying capability if in
low-roofed dungeon. If the same Aaracockra would be encountered walking in the open
plains, the modifier would count, even if the Aaracockra is killed before taking to the
air.)
5. Hit Die Modifiers from abilities falling under a general title can be
normally be counted only once.
(A Vampire is vulnerable to holy water, running water, sunlight and wooden stakes etc.,
but all these modifiers are stand under the same title, Vulnerability to Uncommon Attack
Forms, so the total modifier is only -˝. In extreme case, the DM might decide to count an
ability under a general title twice. For example, Black Puddings are immune/resistant to
cold, lightning, blows and mind affecting spells, these altogether justify a +2 modifier
instead of the normal +1)
6. If a creature has some really powerful abilities, or lots of them,
its reasonable to double or even triple some modifiers.
(A 30th lvl mage would get at least +6 for his spell ability instead of +3 for a 18th lvl
mage.)
7. This table is meant to better calculate XP values, it is in no way
complete or perfect as a compromise between simplicity and realism must be found.
Clarifications
A. Physical Combat Related Abilities
In these table may be included all magical and non-magical, non-spell modifications to
these abilities. Girdles of Giant Strength increase the Maximum Damage per round, Rings of
Protection the Armor Class. See also under F. Magical Items.
B. Special Combat Abilities
Under this letter the more tricky abilities are mentioned, which are hard to classify.
Would disguise be an Special Attack or Defense From, etc. Common sense must dictate when
to count these abilities. Enhanced Surprise encompasses thing like concealment, stealth
and camouflage. Disguise encompasses things as physical disguises, voice mimicry etc. An
Example ; A Kech who hides himself in the foliage and uses it´s mimicry voice ability to
lure and attack pc´s by surprise it would get +1 Hit Die Modifier from Intelligent
Tactics/Cunning OR a +1 Hit Die Modifier from Enhanced Surprise ˝ + Disguise ˝, but not
+2 for all abilities, because this is in contradiction with rule 1.
C. Spell Ability
Spells which duplicate certain abilities are not counted as those abilities, as this
is in contradiction with rule 1. A Haste spell for example, would not give a greater Hit
Die Modifier by increasing the number of attacks per round.
D. Special Attack Forms
This letter receives modifiers of +˝ to +3, the rationale behind the height of this
modifier is that abilities which cause relatively permanent incapacitation (i.e. Death,
Petrification) with no save, or a negative one, will receive +3, The same abilities with a
normal save would get +2˝. Lesser incapacitating abilities, which are temporary or more
easily overcome (i.e. Fear, Paralyzation), receive a +2 modifier. And abilities which
cause somewhat increased damage, and are dependent upon attack rolls or saves, receive a
+1 modifier.
Clarification on categorizing some abilities :
Draining, Minor - Temporary, easy to correct
Draining, Major - Permanent, difficult to correct
Poison, Minor - Causing weakness, minor damage, revulsion
Poison, Major - Causing death, major damage, incapacitation
Cause Disease/Affliction, Minor - Slow, mild, easy to cure
Cause Disease/Affliction, Major - Fast, fatal, difficult to cure
Sound Attack, Major - Permanent effect, causing death, difficult to resist
Sound Attack, Minor - Temporary effect, easy to recover from
E. Special Defense Forms
This letter also receives modifiers from +˝ to +3
Clarification on categorizing some abilities :
Reduced Damage from Certain Weapons - Half damage from slashing/piercing weapons, etc.
No Damage from Certain Weapons - Immune to bludgeoning, nonmagical, hit only by silver,
cold iron,, etc.
No Damage from Weapons below +X - This includes significantly reduced damage from +(X-1)
and lower weapons.
Immunity/Resistance to Common attack Form - Fire, Lightning, Cold, Mind Affecting Spells
Immunity/Resistance to Uncommon Attack Form - Ghoul Paralyzation, Some Spells, Acid
F. Magical Items
Magical items which duplicate certain abilities are counted as those abilities, if
they are mentioned in one of the above tables. A Ring of Regeneration would count as
Regeneration, a Ring of Fire Resistance would count as an Immunity or Resistance to a
common attack Form; i.e. Fire. Magical items must duplicate abilities on a relatively
permanent basis. Use of Bracers of the Blinding Strike would not be modified if the user
would get more attacks per round. Magical items which can´t be classified can be counted
under Using Magical Items, however this can be done only once, as in rule 1, even if the
wearer has ten items which would affect combat.
G. Penalties to Experience
These give a negative modifier to the final Hit Dice total. They must only be
calculated if there´s a significant disadvantage, for example, Orc´s have a -1 penalty
in sunlight, this is to minor to be counted as a special vulnerability. Rakshasas who can
be killed by blessed crossbow bolts however is enough.
Clarification on categorizing some abilities :
Vulnerability to Common Attack Forms - Fire, Lightning, Slashing/Piercing Weapons
Vulnerability to Uncommon Attack Forms - Holy Water, Wooden Stakes, Light
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