Over in this thread I mistakenly assumed it was 3E, not 2E, that changed the Xp rules from primarily treasure based to primarily monster/encounter based. This surprised me, so I got to thinking about XP in each of the editions and how they inform play (or not, if your experience is different).
To summarize, XP was awarded for the following:
OD&D/BD&D and AD&D 1E: Killing monsters but primarily for recovering treasure.
AD&D 2E: Overcoming monsters, plus an adventure "story award" (equal to or less than the total monster XP), plus individual awards based primarily on hewing to class stereotypes.
3E: Overcoming challenges, which includes traps and role-playing encounters, as well as creature combat (with a nod toward avoiding encounters, though I can't say that for certain).
4E: Similar to 3E except that instead of being figured based on the encounter, the encounter is figured based on the XP budget (which is based on party level). Also, there are Quest awards -- major and minor, individual and group.
In the "old school" grouping, we have most XP coming from treasure, which supports (or creates?) the fundamental aspect of old school play -- avoid combat and get to the treasure, while scouring the entire complex for every possible crevice and secret hideaway. The goal is exploration, because exploration leads to treasure, and treasure leads to XP. The "balance" for all this treasure is heavy costs -- maintenance, paying henchmen and hirelings and extremely expensive training dues (not top mention the tax man at the edge of town).
Note that in Arneson's campaign, he only gave XP for treasure spent, so those "balancing" factors were likely less important, but the net result is the same (and perhaps a little more sword and sorcery).
2E was the "story edition", grown out of the late 1E Forgotten Realms and Dragonlance novel series. It was also the High Fantasy (rather than sword and sorcery) Edition. It's XP system supported these things just as well as O/AD&D did theirs -- keeping the action high and tying development (and therefore "success") to story and niche (i.e. character) protection. I had actually forgotten this, but now that I think back, I am not sure whether I gave XP for gold or not. Likely since I came from BECMI, I did early on and later used the core 2E system.
With 3E, the XP system seemed(and still seems, running Pathfinder) very strongly tied to combat, even more than 2E. 2E emphasized the "story" whereas 3E emphasized the adventure and combat aspects -- not just in how XP was doled out, but in how the two editions were presented via adventures and the like. 3E was "back to the dungeon" without the benefit of the gold-XP exploration motivator -- which led, I think, to an unbalanced emphasis on combat (a trap that might provide the same XP as an encounter was an order of magnitude more deadly, given the vagaries of the CR and EL system). So called "story awards" seemed an after thought (get XP from a CR X encounter for talking to the shopkeeper!) rather than an integral part of the system.
I don't have a lot of experience with 4E, because it is largely not my cup of tea, but I get the feeling it is a weird, evolved offspring of 2E and 3E. With its Quest awards and pre-determined XP budgets, it strikes me as considering "story" pretty heavily, but since those budgets are spent on "level appropriate" monsters and traps (plus the odd skill challenge) it has a 3E-ness to it. Again, I don't play much 4E, and never long term, so I can't speak to any effects on play based on the XP system over the long haul.
Thoughts?
To summarize, XP was awarded for the following:
OD&D/BD&D and AD&D 1E: Killing monsters but primarily for recovering treasure.
AD&D 2E: Overcoming monsters, plus an adventure "story award" (equal to or less than the total monster XP), plus individual awards based primarily on hewing to class stereotypes.
3E: Overcoming challenges, which includes traps and role-playing encounters, as well as creature combat (with a nod toward avoiding encounters, though I can't say that for certain).
4E: Similar to 3E except that instead of being figured based on the encounter, the encounter is figured based on the XP budget (which is based on party level). Also, there are Quest awards -- major and minor, individual and group.
In the "old school" grouping, we have most XP coming from treasure, which supports (or creates?) the fundamental aspect of old school play -- avoid combat and get to the treasure, while scouring the entire complex for every possible crevice and secret hideaway. The goal is exploration, because exploration leads to treasure, and treasure leads to XP. The "balance" for all this treasure is heavy costs -- maintenance, paying henchmen and hirelings and extremely expensive training dues (not top mention the tax man at the edge of town).
Note that in Arneson's campaign, he only gave XP for treasure spent, so those "balancing" factors were likely less important, but the net result is the same (and perhaps a little more sword and sorcery).
2E was the "story edition", grown out of the late 1E Forgotten Realms and Dragonlance novel series. It was also the High Fantasy (rather than sword and sorcery) Edition. It's XP system supported these things just as well as O/AD&D did theirs -- keeping the action high and tying development (and therefore "success") to story and niche (i.e. character) protection. I had actually forgotten this, but now that I think back, I am not sure whether I gave XP for gold or not. Likely since I came from BECMI, I did early on and later used the core 2E system.
With 3E, the XP system seemed(and still seems, running Pathfinder) very strongly tied to combat, even more than 2E. 2E emphasized the "story" whereas 3E emphasized the adventure and combat aspects -- not just in how XP was doled out, but in how the two editions were presented via adventures and the like. 3E was "back to the dungeon" without the benefit of the gold-XP exploration motivator -- which led, I think, to an unbalanced emphasis on combat (a trap that might provide the same XP as an encounter was an order of magnitude more deadly, given the vagaries of the CR and EL system). So called "story awards" seemed an after thought (get XP from a CR X encounter for talking to the shopkeeper!) rather than an integral part of the system.
I don't have a lot of experience with 4E, because it is largely not my cup of tea, but I get the feeling it is a weird, evolved offspring of 2E and 3E. With its Quest awards and pre-determined XP budgets, it strikes me as considering "story" pretty heavily, but since those budgets are spent on "level appropriate" monsters and traps (plus the odd skill challenge) it has a 3E-ness to it. Again, I don't play much 4E, and never long term, so I can't speak to any effects on play based on the XP system over the long haul.
Thoughts?