the Jester
Legend
Its a progression mechanic, and a reward. Whether it is realistic for a character to earn experience for something they may or may not have been involved in, is irrelevant.
Yeah, we have a huge disagreement on that score.
Most players I presume want their character to progress, and I think most players would agree that they'd like their character to progress at an equal rate as that of their party members.
So why even bother to hand it out on an individual basis? Don't you want to encourage teamwork? Isn't it a cooperative game?
For me, encouraging teamwork falls well behind letting the world's logic play out, which includes the conceit that you learn through experience (i.e. doing stuff), not through not-experience (not doing stuff). Encouraging teamwork isn't the DM's role; that's completely under the purview of the players. The game is as cooperative as the players want it to be, which probably averages about 75% for my groups.
The way I handle giving the players what they want is by letting them decide the campaign's course. They want lots of xp, they seek out hard challenges and tougher monsters. They want ensured survival, they accept that they must face lesser challenges and earn lesser rewards. In 5e, I've found that mixed-level parties work very well. I run an "Everyone Starts at First Level" (ES@1) game, and it works great. Just the other night we had two brand-new players with 1st level pcs alongside pcs of 2nd, 5th and 9th levels (two lvl 9 pcs). Guess what? The new players had a great time, really enjoyed themselves and are now into playing more D&D sometime.
The progression of one's character is rewarding, regardless of the progression of others peoples' characters.