1st Edition vs. 2nd Edition: Experience Point Values

Rules for calculating experience point values for monsters (and NPCs) changed when AD&D moved from 1st to 2nd Edition; in general, rules were simplified for the new edition, and experience values were inflated in general. One reason for this may have been the new lack of emphasis on the older "treasure = X.P." rule, but this was still kept as an optional rule in 2nd Edition, in the end letting players reach higher levels sooner. Higher level monsters show the most X.P. inflation; for example, the Vodyanoi was worth 650+10 X.P./hp (an average of 1,010 XP), but became inflated to 2,000 XP flat (nearly double!).

AD&D 1st Edition Experience Point Values

Experience
Level or
Monster's
Hit Dice*
Basic
X.P.
Value
(BXPV)
X.P.
Per
Hit
Point
(XP/HP)
Special
Ability
X.P.
Bonus
(SAXPB)**
Exceptional
Ability
X.P.
Addition
(EAXPA)***
up to 1-151225
1-1 to 1101435
1+1 to 2202845
2+1 to 33531555
3+1 to 46042565
4+1 to 59054075
5+1 to 6150675125
6+1 to 72258125175
7+1 to 837510175275
8+1 to 960012300400
9+1 to 10+90014450600
11 to 12+130016700850
13 to 14+1800189501200
15 to 16+24002012501600
17 to 18+30002515502000
19 to 20+40003021002500
21 and up50003526003000

*Treat peasants/levies as up to 1-1, men-at-arms as 1-1 to 1, and all levels as the n+1 hit dice category
**Typical special abilities: 4 or more attacks per round, missile discharge, armor class 0 or lower, special attacks (blood drain, hug, crush, etc.), special defenses (regeneration, hit only by special and/or magic weapons), high intelligence which actually effects combat, use of minor (basically defensive) spells.
***Typical exceptional abilities: energy level drain, paralysis, poison, major breath weapon, magic resistance, spell use, swallowing whole, weakness, attacks causing maximum damage greater than 24 singly, 30 doubly, 36 trebly, or 42 in all combinations possible in 1 round.

AD&D 2nd Edition Experience Point Values

Hit Dice or LevelXP Value
Less than 1-17
1-1 to 115
1+1 to 235
2+1 to 365
3+1 to 4120
4+1 to 5175
5+1 to 6270
6+1 to 7420
7+1 to 8650
8+1 to 9975
9+1 to 10+1400
11 to 12+2000
13+3000+1000 per additional Hit Die over 13

Hit Dice Value Modifiers

+1: Armor Class 0 or lower, Blood drain, Causes disease, Flies, Four or more attacks a round, Greater than normal hit points, High Intelligence, Hit only by magical/silver weapons, Immunity to any spell, Immunity to any weapon (including 1/2 damage), Invisible at will, Level 2 or lower spells, Missile weapons, Possesses magical items usable against PCs, Regeneration, Special defense form (unlisted), Special non-magical attack form (unlisted)
+2: Breath weapon Level 3 or greater spells, Magic resistance, Multiple attacks causing 30+ points of damage, Paralysis, Poison, Single attack causing 20+ points of damage, Special magical attack form (unlisted), Weakness or fear
+3: Energy drain, Petrification