This text was posted to alt.games.frp.dnd-util as a Word document by commando@trantor.student.utwente.nl
I got full permission to "modify, distribute, copy or even fuck the numbers if that would please you, everything in the Document" by the author :-)
The old system has quite a few drawbacks. Low HD monsters
with some abilities become major XP gainers for PCs.
High HD monsters with only fighting capabilities are
major threats but do not give sufficient XPs.
This new system introduces the fact that, even with
awesome abilities, a one HD monster is very easily
beaten. This holds true even if only a few PCs can
harm the Monster. For example a one hitpoint Vampire,
although mighty due to his abilities and immunities,
is doomed if he faces a 1st level mage with a Magic
Missile spell handy. Another thing figured into the
system is a more elaborate XP awarding for spellabilities.
A monster capable of 9th Level magic is about 3 times
more dangerous than one with 3rd level spells. Some
of these features can be introduced without altering
the existing XP award system but only modifying it
slightly. These features are indicated by a * after
their header.
This System still applies all the XP awards given in all the Monster compendiums, because I feel that they are very well balanced. Only use the full system if you create new monsters.
HD XP value Less than 1 5 1 10 2 30 3 60 4 100 5 150 6 210 7 280 8 360 9 450 10 550 11 700 12+ +100
This Base value is modified by the resulting multiplier from the tables below. Start with 1 and just add the number listed after the (dis)ability.
Ability Modifier Blooddrain 1 Breathweapon(Dragon) 2 (Other) 1.7 Cause Disease 0.8 Energy Drain I 1 II 1.5 III 2.5 Each Attack per round more than 2 0.5 Innate spelllike attack per Spelllevel 1 Ranged attacks(includes bows) 1 Spellcasting abilities (mage or priest) Special Grappling,swallowing or holding 1 Each HD higher Thac0 0.5 Each high Str. Dmg.point 0.5 Each Attack mode causing a max of 30+ damage 2 Touch paralysis 1.3 petrify 2 poison 1.7 Ranged paralysis 2 petrify 3 poison 2.5 Area poison 2.7 Destruction(acid or flame) 1.5 Innate magical attack mode(Teleport, haste) 1.5 Innate non-magical attack mode(Diving, jumping) 1 Using a magic item 1 Cause fear or weakness 1.5
Ability Modifier Each AC lower than 4 0.25 Flying or burrowing 1 Each HD bonuspoint 0.2 Steel immunity (Only hit by Silver or magic) 1 Each plusbonus needed to hit 0.5 Each Specific spell immunity 0.5 Undead-like Spell immunity 2.5 Each Spellclass immunity 1.5 Each Elementtype immunity 1 Each Weapontype immunity (includes 1/2 damage) 0.3 Wraithform (catch-all term for all the immunities above) 2 Magic resistance(per 10%) 0.3 Each HD beter Saving throw 0.5 Regeneration 1 Each Undetect ability 1 Special defense mode 0.7
Trait Modifier None 0 Animal (1) 0.1 Semi (2-4) 0.3 Low (5-7) 0.5 Average (8-10) 1 Very (11-12) 1.3 High (13-14) 1.7 Exception(15-16) 2 genius (17-18) 2.5 Supra-genius(19-20) 3 Godlike (21+) 4
Morale Modifier Unreliable (2-4) -2 Unsteady (5-7) -1 Average (8-10) -0.5 Steady (11-12) 0 Elite (13-14) 0.3 Champion (15-16) 0.6 Fanatic (17-18) 1 Fearless (19-20) 1.5
Disability Modifier Size H or G -1 Good alignment -3 Herbivore -2 Each vulnerability -2
Ability Modifier Mage or priest highest spelllevel Each very useful spell in arsenal 0.2 Each Extra Spellpoint 0.1
(Divide the actual Hp by the HD)
Result XP multiplier less than 1 0.5 1 0.7 2 0.8 3 0.9 4 1.0 5 1.1 6 1.2 7 1.3 8 1.5 More than 8 1.6
Breathweapon(other): Any other breathweapon less powerful than a Dragons.
Energy drain I: draining of one level or one stat point.
Energy drain II: Draining of 2 or more stat points.
Energy drain III: Draining of 2 levels or spell draining.
Destruction: Any attack made which destroys items and also continues to destroy or damage items.
Undead immunity applies to any undead without figuring out any other spell or elemental immunities.
The Hp modifier was created to establish what real danger the monster presented.
This system is actually quite workable and certainly more accurate than the system in The Dungeon Masters Guide of the second edition. Although it may seem like a lot of work but since it preserves the game balance much better it really saves you a lot of time. PCs now will not get overly fast powerful by combatting the monsters of the DMs own design.