Author   Philip Niewold

Instead of the effects of the fumble described in the PHB, a player who rolls a natural 1 for his characters' attack roll, rolls 2d8 and consults the table below to determine the effects. The same applies to the DM making attack rolls for monsters. If the effect is illogical or not applicable, such as a monster that is attacking with his claws dropping a weapon, the old fumble rule of the PHB applies.

Fumble Table (2d8)

2-4 Fall The fumbler falls down. He may continue fighting prone. If he does so, he receives no dexterity bonus to his AC and is +4 to hit. He also receives +3 penalty on subsequent initiative rolls. It takes one attack sequence for the fumbler to get up on his feet.

5-6 Dazed The fumbler loses his orientation. While trying to regain his focus, his opponents receive +2 bonus on their attack rolls against him. Each round he can make two attempts to regain his orientation by making a successful dexterity check. The fumbler determines his action and rolls initiative as normal. He can than make dexterity check before his initiative and one check after his initiative. If the first check succeeds, he may attack or perform other actions as normal; otherwise he loses his action for that round, but may make another dexterity check at the end of the round to regain his bearings in time for the next round of combat. This process continues each round until the fumbler makes regains his orientation.

7-8 Stumble, Trip An uncontrolled movement by the fumbler opens a gap in his defenses. Everyone in close combat with that person receives a single additional attack opportunity (with the weapon of his or her choice if that person has multiple attacks).

9-10 Uncontrolled Blow The well-intended attack of the fumbler resolves entirely opposite to his intentions. If there are any other targets next to him, (the weapon´s length plus 3 feet, or within short range of a missile weapon) he accidentally attacks one of them. He must determine randomly (according to size) which target that is, and then makes a new attack roll (receiving a -2 penalty to the attack roll) against this new target.

11-12 Weapon Dropped The fumbler somehow lets the weapon he is fighting with fall. It costs one attack sequence to retrieve it. He loses no time if he draws another weapon instead.

13-14 Weapon Sent Flying An uncoordinated move from the fumbler causes his weapon to fly out of his hands and land 3d4 feet away. The scatter diagram on page 89 of the DMG is used to determine where the weapon lands. If the way to reach the weapon is unhindered, the fumbler can retrieve the weapon in the same way as with a dropped weapon, otherwise he must find some way to overcome to obstacles between him and his weapon.

15-16 Weapon Damaged An unlucky move causes damage to the fumbler's weapon. It gets -1 to hit and damage until it is repaired properly. Magical weapons receive a saving throw of 15% per plus of the weapon to avoid this kind of damage
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Introduction

I thought the old individual class awards were unbalanced in some areas, and decided to create a new one. Additionaly, I had to adapt the awards to the Spell Point system I had devised. The result is the list given below.

Fighter 
Defeating a creature in single-handed combat 25 XP/Hit Die of that creature
Ranger & Paladin 
Defeating a creature in single-handed combat 20 XP/Hit Die of that creature
For each successful use of a special ability to overcome foes or problems 10 XP/Level of the character
Spells cast to overcome foes or problems 1 XP/Spell Point
Priest 
Defeating a creature in single-handed combat 10 XP/Hit Die of that creature
Successfully casting spells to overcome foes or problems 2 XP/Spell Point
Sucessfully using a granted power to overcome foes or problems 20 XP/Level of the character
Wizard 
Successfully casting spells to overcome foes or problems 4 XP/Spell Point
New spell successfully researched 500 XP/Spell Level
Creating a magical item XP Value of item
Rogue 
For each successful use of a special ability 25 XP/Level of the character
5 XP/Hit Die of that creature Successfully casting spells to overcome foes or problems 1 XP/Spell Point
Defeating a creature in single-handed combat 5 XP/Hit Die of that creature
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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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