Shiroiken, I'm interested in learning more about your system. I have lots of questions!
SXP is based on completing various tasks that require social interaction with NPCs, with the amount equal to an encounter for the adventure's average level (easy, medium, hard, and deadly).
Can you give examples of the various difficulties of social interaction? Do you grant SXP only for "social combat," i.e. when the PCs have to get something they want from an NPC, or are there other examples of social interaction that would award XP?
QXP is normally only used if the adventure has a primary goal that doesn't have to be completed for the adventure to end, or for side quests, and are normally equal to between 10% to 50% of the total value of the xp for the entire adventure.
How do you determine the total value of XP for the entire adventure? Do you just decide you want the party to get to the next level during it, or do you have another method?
To take an example from a converted 4E adventure I recently ran ("Grasp of the Mantled Citadel"): in a pocket dimension with a magic-twisted wood, the PCs encountered an undead dryad who was driven mad by the place. She begged the PCs to take a branch from her tree and plant it in uncorrupted soil so she could be at peace. How much XP would you award for a task like that?
EXP is tricky, and I change it up for each adventure. I tried giving traps a CR, but quickly learned that this just doesn't work, since it can be easy for a party to bypass a higher level trap, earning far more xp than they should, not to mention that it often causes me to litter the adventure with traps to make up the xp total.
Have you come up with a better way of handling traps than giving them CRs? Do you award the same amount of EXP for disabling the trap and bypassing it? Do you award any EXP if the party sets the trap off?
For my megadungeon, I give out EXP for areas not previously explored, generally valued based on the dungeon depth. For a Hex-Crawl I've been running, I've given out EXP based on the difficulty of the area exploring (deep woods is worth more than open plains, for example).
Do you have a formula for attaching numbers to difficulty of terrain? Are there any other factors? (What about finding secret doors? Is there a bonus for exploring every area? If there's treasure, does that affect the amount of EXP the area is worth? I could imagine it either increasing the amount of EXP because there's important stuff, or decreasing it because treasure is its own reward.)
I've also created specific exploration challenges that work the same ways as social encounters.
What would be an example of this kind of challenge? Like climbing a cliff or getting over a rickety rope bridge, that sort of thing?