We have been using the Experience Matrix for quite a while now and it is time to begin looking at changes to it to accomodate your playstyle. I have several observations on how the matrix is being used as well as commenatary on what the categories are for. It is important for you to include your thoughts because your silence is tantamount to agreement with what is being said by those who "spoke up".
First of all, I think the matrix is fairly effective. I hate having half the group focusing solely on the combat rolls because they think that is how experience happens. Combat experience is the easiest thing for the rules to quantify, but it also creates an environment that strongly encourages killing things and taking their stuff as the ultimate resolution to an encounter. In the last campaign, I was often quite frustrated when people would be bored because we were talking instead of fighting. I like the roleplaying aspect of the game and I am often much happier with the interaction with NPC's (both good and bad), even if it is sometimes difficult for me to juggle multiple NPC personalities. the experience matrix allows me to quantify non-combat experience and I have enjoyed a lot of the characterization in this campaign.
Now, on to the categories.
Combat - This category should have notes in it any time that you end up in combat. (No, a bird pecking your toe to wake you up is not combat.) It doesn't matter how efective you think you were in combat. (That shows a certain 2nd ed mindset where the only people who got experience were the PC's that actually did damage. Kinda screws the people that might have had the wrong form of attack.) If you were involved with the combat, then you should have a note here. Minor combats might get a check, major combats might get two checks. Less than minor combats are more a flavor thing than an experience thing.
Melee - Oddly enough, some people think this category is for the previous one. It is not, but it is complementary to the previous category. Melee is really for those folks that are the ones willing to put themselves up in the front ranks and take risks. It is geared toward rewarding the low-magic, low-skill fighter types that really shine in combat. These are the types that often hold the line to give the ranged weapon fighters and spellcasters a chance to use their spells. That being said, this is a category where you have to actually be filling that role, and taking risks, to get any credit. Holding off 4 goblins when you are a 10th level fighter doesn't really count, no risks involved.
But, I am thinking it might be a little too confusing. Perhaps we should ditch this category entirely? What do you think?
Heroic Sacrifice - We haven't actually seen one of these yet. But, it is a staple in heroic fiction. I am conflicted. Maybe I should take this out and if somebody does have a heroic sacrifice they could mark it as characterization? That seems to cheapen it though. Thoughts?
Incantations - I am amazed at how little our spellcasters actually use their magic. For other groups, you don't even get credit here until you have used at least half your spell allotment. Perhaps I am making things too easy and the spellcasters don't have a chance to shine yet? What are your thoughts?
Skills - This category is geared toward the skill users. Namely, rogues, bards, rangers and, possibly, wanderers. In a good session, the skill users should get at least one check, perhaps two. Everyone else can get marks here, but you really have to be using your skills a lot to show that it is something you are focused on.
Creation - This is for stuff created both in-character, and out-of-character. Obviously, this is where Felix really shines. With his assorted craft skills, he is able to make a lot of stuff. But, out-of-character creation also works. Stuff like the adventure summaries should be in this category. Did you create something that helps really bring the game to life? Maybe you should mark it down here. Did you extensively map something out? Did you paint out some minis for each character? Anything that really helps us all enjoy the game more might get you some extra exp.
Characterization - It amazes me each time I see somebody without something in this category. Probably because I really enjoy that roleplaying and I like to tryto bring my characters to life. I like little quirks and personality traits. I like motivations and phobias and fears. I like those moments of revelation into a character, either through background, or through desires, or whatever. So, it is unexpected whenever I see that you don't have anything that helped define your character. It's fine, maybe you don't enjoy that aspect of the game at all. But, I am going to make a change to how I award stuff here. I am going to stop awarding any credit if you are not able to come up with something somewhat new for your characterization. (An example: My bard PC, Stephen, always sings at dawn. That has been established for three years in the game, and I still mention every time a new day comes around. But, I would not expect any experience for that. I've already established that part of his character. Mentioning it each day maintains that characterization, but it doesn't show any new aspect of the character.)
Social Interation - OK, we aren't always in a position where you are talking to somebody. But, that still doesn't mean you can't interact within the party. Those first few sessions were great! You know, where the PC's were meeting each other and Ceru was trying to figure out if Felix was really a god. Stuff like that is still valuable Social Interaction. (Oddly enough, it is also a good excuse to try to get characterization in.)
Puzzles & Riddles - I don't often use these. It seems like some of you think this is for mysteries, which are story elements. Solving a mystery should be a goal. Solving a puzzle or a riddle normally gives you an opportunity you might not have had. Maybe I should just scrap this category and when puzzles or riddles come up in the game we will just have fun with them without any worries about exp rewards. What do you think?
Information Gleaned - This is one of the categories that should really be something everyone picks up. The more I think about this, the more I think I have been way too liberal with it. Not knowing how currency works should be characterization, not information gleaned. If you pick up some piece of information, the assumption should be that you will be sharing it. If you don't, please mark that down. If something happens to your PC, then the rest of the party will not be able to act on that information.
Goals - I have been far to liberal with this one. My thinking has been to try to give you incentive to grow into real goals. Unfortunately, that is not really working. There are two types of goals. You have party goals and individual goals. At the start of each session, I will need to have a group consensus on what goals the group is working toward. Some goals may take many, many sessions to arrive at. Some might be fairly quick. But, you will not receive any experience for that goal until you achieve your goal and write it down in the notes.
There are also personal goals. I will need these written down as well. As above, you will not receive any experience for the goal until you have achieved it and written it down in your notes.
It is worth noting that Combat, Information Gleaned and Goals are largely group awards. Perhaps I should re-organize the sheet to reflect that? In a good session, each PC would get 1-2 checks in each of their strength areas. (Melee, Incantations, and Skills.) You should also be able to get a check in Characterization with high probablities of one in Social Interaction. You should be aiming at 5-7 checks a session. On a busy night, we might get more. On unusual nights, the things you get credit for might vary from the "norm". But, with an average of 7 checks a session, it will generally take your (current level+2) sessions to gain a level.
That's how it is supposed to work. If we start removing categories to make it easier to keep track, we will need to reset some expectations. Not a big deal though. You guys are starting to move into the range where your game options are opening up. You won't run out of spells as quickly and you can handle tougher encounters. Oddly enough, that also means that your non-combat options start to be more important. As you gain more power, it becomes increasingly more important that you choose your fights carefully. It ends up being a strange idiosyncracy to the game.
I need to know if you guys think we should rip some of these categories out of the matrix. I suppose you might want to add more, but that seems unlikely.