498
New charts, using the 5% principle
© 1983 E. Gary Gygax & Lenard Lakofka to expand the combat charts for all charac- the current experience-point award system
ter classes and monsters, and at the same needs some minor alterations.
Foreword time to place all of this information on a
The following material is not official, but single chart. I have expanded the charts in To parallel this chart, all of the matrices
this manner, and the result appears below. for saving throws have also been modified
is provided for your study and comment. It shows the combat result tables for each accordingly and placed on one chart, as
Gary Gygax has said that an expanded class and all monsters as well. The four illustrated hereafter. An examination of this
combat results table is certainly desirable, small extrapolations I have made from the chart, too, will bring to light some of the
so perhaps that part of the following infor- five charts in the DMG are given hereafter, problems in the current experience-point
mation will eventually be made part of the but they would only affect low-level magic- award system.
official rules. However, the suggestions on users, peasants, monsters with only 1 or 2
how to change the experience-point chart hit points, and clerics of 19th level or Notes on the attack matrix:
are entirely of my own devising. higher. Purists can easily alter this chart to
make it exactly conform to the DMG. This combat results table is true to Tables
Restructuring the combat charts I.A., I.B., I.C., I.D.1., and II on pages 74
This expanded chart will give a character and 75 of the DMG, with the following
The combat results table in the DMG for a 5% better chance to hit in melee on exceptions (these can be changed back to
fighters can be altered to give a 5% better virtually every level promotion, instead of the original form if you so desire):
chance to hit as the character gains each having to wait for some number of levels to
new level of experience, as per the Special gain a 5%, 10%, or even 15% increase. 1. A 1st-level magic-user hits AC 10 on a
note regarding fighters progression. The This chart will also better demonstrate why roll of 12; on the DMG chart, the same
principle outlined in this note can be used character would hit on a roll of 11. The
revision makes it tougher for a 1st-level
ATTACK MATRIX FOR ALL CHARACTER CLASSES AND MONSTERS
Monster (HD) 1-2 1-4 1 1+1 1+4 2+4 3+4 4+4 6+4 7+4 8+4 9+4 11+4 13+4 15+4
7+3 8+3 9+3 15+3 & up
hp hp 1-1 1+3 2+3 3+3 4+3 6+3 11+3 13+3
8 9 10 13 14
Fighter (level) 0 M @ A 1 2 3 4 5 6 7 12 13-14 15 11 12 19+ 15
19-20 16-17 18
Cleric (level) 1-2 3 4-5 6 7-8 9 10-11 15-16 17-18 21+
16-17 18-20
Thief (level) 1-2 3-4 5 6-7 8 9-10 11-12 13-14 21+
M - U (level) 1 2-3 4-5 6-7 8-9 10 11-12 13 14-15
Opponents AC : 26 25 24 2 3 22 21 20 20 20 20 20 20 19 18 17 16
-10 27
26 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15
-9 25 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14
-8
-7 24 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13
-6 23 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12
-5 22 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11
-4 21 20 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10
-3 20 20 20 2 0 20 20 19 18 17 16 15 14 13 12 11 10 9
-2 20 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9
8
-1 20 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7
0 20 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6
1 20 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
2 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
3 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
4 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
5 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
6 16 15 14 13 12 11 1 0 9 8 7 6 5 4 3 2 1 0
7 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1
8 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2
9 13 12 11 10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
10 12 11 10 9 8 7654 3 2 1 0 -1 -2 -3 -4
48 DECEMBER 1983
499
magic-user to engage in physical combat Notice that the categories for monsters from 12 (at levels 4-6) to 10 (at levels 7-9)
and better separates that character from are defined differently than in the DMG; without stopping at 11 at all. It seems more
other 1st-level characters who hit AC 10 on for instance, creatures of 3+4 to 4+3 hit dice logical to have a characters saving throws
a roll of 11 or 10. are grouped together. This is in accordance
with the note under Table II, page 75, improve by one-number (5%) increments,
2. The man-at-arms is a separate entry saying that Any plus above +3 equals just as the characters to hit ability
on the revised table (ranking between another hit die. increases by 5% at a time in this new sys-
O-level characters and 1st-level fighters), tem. The two left-hand columns are new,
while such characters are not specially An all-in-one saving throw matrix one for 0-level characters and one for mon-
accounted for in the DMG. The capability sters of less than one hit die. The numbers
of the true non-combatant (O-level) human Below is a chart that spells out a sug- given in those columns are simply extrapo-
is moved down one more notch, so that he gested set of saving throws for all classes, lated from the saving throws for 1st-level
hits AC 10 on a roll of 12 instead of 11. using slightly different numbers from those characters, adding one for the 1-1
given in the DMG matrix, on page 79, for column and another one for the 0
3. Monsters with 1-2 hit points are distin- levels (or hit dice) 1 through 15. For column. The chart given here is not carried
guished from those with 1-4 hit points, instance, a cleric of level 6 or 7 needs an 11 out to levels higher than 15, but an enter-
making the former 5% less likely to hit. to save against a petrification attack. In the prising DM could easily do so by applying
rules, the clerics save vs. petrification goes the 5% principle.
4. Clerics of 19th level and higher hit AC
10 on a roll of -2, while the book calls for -1.
SAVING THROW MATRIX FOR CHARACTERS AND MONSTERS
0 1-1 Level (or hit dice) of the character or monster
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Clerics Paralyzation, poison or death magic
12 11 10 10 10 9 9 8 8 7 7 6 6 6 5 5 5
Fighters 16 15 14 14 13 13 12 11 10 10 9 8 7 6 5 5 4
Magic-users 16 15 14 14 14 14 14 13 13 13 12 12 11 11 11 11 11
Thieves 15 14 13 13 13 13 12 12 12 12 11 11 11 11 10 10 10
Clerics Petrification or polymorph
15 14 13 13 13 12 12 11 11 10 10 9 9 9 8 8 8
Fighters 17 16 15 15 14 14 13 12 11 11 10 9 8 8 7 6 5
Magic-users 15 14 13 13 13 12 12 11 11 11 10 10 9 9 9 8 8
Thieves 14 13 12 12 12 12 11 11 11 11 10 10 10 10 9 9 9
Clerics Rod, staff or wand
16 15 14 14 14 13 13 12 12 11 11 10 10 10 9 9 9
Fighters 18 17 16 16 15 15 14 13 12 12 11 10 9 9 8 7 6
Magic-users 13 12 11 11 11 10 10 9 9 9 8 8 7 7 7 6 6
Thieves 16 15 14 14 14 13 12 12 12 11 10 10 10 9 9 9 9
Breath weapon
Clerics 18 17 16 16 16 15 15 14 13 13 13 12 12 12 11 11 11
Fighters 20 19 17 17 16 15 14 13 12 11 10 9 8 7 6 5 4
Magic-users 17 16 15 15 15 14 14 13 13 13 12 12 11 11 11 10 10
Thieves 18 17 16 16 16 16 15 15 15 15 14 14 14 14 13 13 13
Spells
Clerics 17 16 15 15 15 14 14 13 12 12 12 11 11 11 10 10 10
Fighters 19 18 17 17 16 15 14 14 13 12 11 11 10 9 8 8 7
Magic-users 14 13 12 12 12 11 11 10 10 10 9 9 8 8 8 7 7
Thieves 17 16 15 15 14 14 13 13 12 12 11 11 10 10 9 9 8
Awarding experience
One of the Dungeon Masters most
important functions is to award experience
points to the party after an adventure or an
evening of play. To do this properly, one
must reevaluate the chart on page 85 of the
Dungeon Masters Guide.
When we look at the experience-point
values for monsters given on page 85 of the
DMG, we see that monsters are generally
grouped in a pattern x+1 to y (e.g., 4+1 to
5). This pattern, however, does not properly
reflect that a monsters to hit probabili-
ties change between 4+3 and 4+4. That is, a
4 HD monster hits on the same number as a
4+3 HD monster does, but a 4+4 HD mon-
ster hits as a 5 HD monster.
The rules on saving throws (page 79,
50 DECEMBER 1983
500
DMG) specify that a 4 HD monster (one new chart for the experience-point value of or exceptional abilities. Many of the indi-
that is primarily a fighter type) saves as a monsters becomes an easy matter. Follow- vidual listings are taken directly from the
4th-level fighter, while one with 4+1 to 4+4 ing the chart are lists of characteristics and DMG; suggested alterations and additions
hit dice saves as a 5th-level fighter. abilities that should be classified as special are printed in italic type.
These two facts taken together mean that EXPERIENCE POINT VALUES OF MONSTERS
the experience-point award for a certain
monster is based more upon that monsters Experience Special Exceptional
saving throws than upon its ability to fight. ability ability X.P.
That seems like backwards logic. level or Basic X.P. X.P. per X.P. bonus
(SAXPB) addition
A simple solution would be to make the monsters value hit point (EAXPA)
combat tables and the saving-throw matrix hit dice
both progress in the same fashion; i.e., a (BXPV) (XP/HP)
3+4 HD to 4+3 HD monster saves as a 4th-
level fighter, while a monster of 4+4 to 5+3 1-6 hp 5 1 2 25
HD strikes 5% more often and saves as a 1-1 H D (Lvl 0) 7 1 3 30
5th-level fighter. 1 HD (man-at-arms) 10 1 4 35
1+1 to 1+3 HD (Lvl 1) 20 2 8 45
If that becomes the rule, then designing a 1+4 to 2+3 HD (Lvl 2 35 3 15 55
2+4 to 3+3 HD (Lvl 3) 60 4 25 65
3+4 to 4+3 HD (Lvl 4) 90 5 40 75
4+4 to 5+3 HD (Lvl 5) 150 6 75 125
5+4 to 6+3 HD (Lvl 6) 225 8 125 175
6+4 to 7+3 HD (Lvl 7) 375 10 175 275
7+4 to 8+3 HD (Lvl 8) 600 12 300 400
8+4 to 9+3 HD (Lvl 9) 900 14 450 600
1100 15 575 725
9+4 to 10+3 HD (Lvl 10) 1300 16 700 850
10+4 to 11+3 HD (Lvl 11) 1550 17 825 1025
11+4 to 12+3 HD (Lvl 12) 1800 18 950 1200
12+4 to 13+3 HD (Lvl 13) 2100 19 1100 1400
13+4 to 14+3 HD (Lvl 14) 2400 20 1250 1600
14+4 to 15+3 HD (Lvl 15) 2700 22 1400 1800
15+4 to 16+3 HD (Lvl 16) 3000 25 1550 2000
16+4 to 17+3 HD (Lvl 17) 3500 27 1825 2250
4000 30 2100 2500
17+4 to 18+3 HD (Lvl 18) 4500 32 2350 2750
18+4 to 19+3 HD (Lvl 19) 5000 35 2600 3000
19+4 to 20+3 HD (Lvl 20)
20+4 and up (Lv1 21+)
Typical special abilities: cold); using +1 armor (or any shield); using
+1 weapon; using minor offensive/defensive
Three or more attacks per round; missile magic item; ability to do more damage than
discharge; armor class 0 or lower; special like monsters (or characters) due to excep-
tional strength (but see below).
attacks (blood drain, hug, crush, etc.);
Typical exceptional abilities:
special defenses (regeneration, hit only by
Energy level drain; paralysis; poison;
special and/or magic weapons of +1); high major breath weapon; magic resistance;
intelligence which actually affects combat; spell use; swallowing whole; ability to cause
weakness; attacks causing maximum dam-
use of minor (basically defensive) spells; age greater than singly, " doubly, &
trebly or ! in all combinations possible in 1
attack multiple opponents in the same round; special purpose weapon; hit only by
round; immunity or resistance to a particu- +2 or better weapon; using protection item
lar common attack form (fire, lightning, (cloak, ring) of +1 to +3.
This new experience-point chart will give
fair awards based on a monsters ability to
hit and damage plus its special and excep-
tional abilities. The awarding of experience
points for killing character types (as NPCs)
involves very complex calculations. Be sure
to award extra experience for magic carried
and employed and for the ability to cast
more and more powerful spells (due to
ability or carried magic); for instance, the
spells of a wizard are much more potent
than those of an enchanter, and assigning a
double exceptional ability would be a good
way to reflect this.
52 DECEMBER 1983
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