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but still one of the many issues where OD&D wins out over AD&D on usability.) Traditionally when I saw this section in the DMG I assumed that it took into account total XP value, or at least including average hit points for the monster type. Nowadays you could use a computer spreadsheet, etc.
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(Back in the day, it took me lots of time to compute XP awards after adventures because you'd have to separately compute every individual monster based on its unique hit point score. Recall that whereas OD&D and the Basic line (Moldvay, etc.) have a simple, single XP value for every monster of a particular type, in the AD&D DMG Gygax complicated things by adding a per-hit-point bonus addition to that. ĪD&D DMG monster level categorizations are keyed only to base XP value, and do not include any bonuses for hit points. Be careful not to upset the probability balance. Determine the frequency (common, uncommon, etc.) of the new creatures, and then include them on the appropriate tables by adding them after comparable monsters already shown. You may do this for yourself now - and include your own favorite creatures at the same time - by finding the experience points value of such monsters and equating them to those already found herein. It is quite possible that at some future time a new edition of this work will be updated to include all of the recognized AD&D monsters. The state of ADVANCED DUNGEONS & DRAGONS is such that new and different creatures are being devised regularly and often, so that by-and-large, the only monsters which are included are those in MONSTER MANUAL. Pretty simple but then in the AD&D DMG, this was formalized to a greater degree, and allowed for the ongoing possibility of adding new monsters to the game and those tables. 3) are split into one of the various Monster Level Tables from 1-6 (for both wandering monsters and random stocking Vol-3, p. "material": "Powdered rhubarb leaf and an adder's stomach.In Original D&D, all of the hostile dungeon-type creatures (basically the first page of monster listings, Vol-2, p.
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"When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd." On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn." On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. Make a ranged spell attack against the target. "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
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