Doom Shoom:
Been a while since I used XP anywhere, because most players just don't like it,and it is more work, especially because you need to figure XP for non-battle stuff if you do not want a murder hobo game - anbd I definitely don't.
I try to use skill challenges for non-combat stuff, including exploration. Then it's a simple matter of setting the level to the DCs (or vice versa) and multiplying the standard XP for that level by the complexity. Done.
Doom Shoom:
Usually, players do not even want to bother with XP anymore because some roles would inevitably fall behind, and it disadvantages the shyer players at least at the table.
Why would they fall behind? All roles should be equally important.
Why would more shy players be disadvantaged? Just divide the XP equally.
Doom Shoom:
Also, it encourages teamwork and discourages murder hobos.
It sounds like you think you players are desperate to "murder-hobo." I have yet to meet anyone who claims to enjoy "murder-hoboing" so I recommend talking to you players about your concerns and asking if the could help prevent that outcome.
Doom Shoom:
But on RPoL, there seem to be various people preferring XP and I'd like to know why. Are there any advantages to XP besides seeing the numbers go up or trying to outpace your team mates?
That phrasing seems dismissive if the idea that their can be any advantages, and also seems to misunderstand how people use XP. So, I don't say the following to change your mind, merely to inform.
First of all, not all approaches to XP are the same. The approach you seem to be thinking of sounds bad to me.
I use XP, for a few reasons.
I like using the game as written, until I run into issues with it.
I like the idea of incentives for taking on tougher challenges, and while treasures and boons are not always appropriate, XP always is.
I like the pacing of XP. The players get to use their abilities a good number of times before things change with the level increase.
I don't control it. I control the difficulty of the available challenges, but I don't control whether or not the players succeed at those challenges.
This message was last edited by the user at 18:59, Mon 05 July 2021.