I have never had a problem with it either, my players play to have fun and everyone contributes to the story equally, it's not about them doing something only to gain an XP, or somehow *not* doing something. It is 100% a non-issue for us. And if someone is less effective in one adventure they're usually more productive in the next for whatever random factors come up during the session.
I guess our games are somewhat grittier or more deadly than yours; and some find their fun in surviving where others die - which is fine except when said survival comes specifically at the expense of someone else dying, and over the long run it often ends up being the same players' characters surviving where in theory random chance should spread the dying around much more evenly.
And myself and my players are absolutely fine with someone dying and coming in with a new character at the same level. They just don't care. It's a game. If someone actually lost a level in older editions they found it utterly demoralizing. Scary, yes, permanent level-draining was awful, but also unduly harsh in our opinion.
Again, comes down to grit-and-deadly level. I see level loss as being similar to death in the game: it's a setback, but there's magic out there to (usually) fix it provided the DM makes such magic available in the game world.
Blue said:
I think I differ stylistically from you. I see encounters as just a part of the whole adventure, and different characters having different strengths so that skewing rewards towards only the characters who are most helpful in combat seems counterproductive. Or at least it will make everyone want to focus on combat, perhaps to the detriment of other parts of the game.
Some characters get vital information from an NPC, another sneaks past some guards and spikes their drinks so they fall asleep. The party gets in, recovers some prisoners, and ends up fighting a different set of guards on the way out. Rewarding characters based on how they did in that fight seems to ignore all the other contributions they could have made.
Ah, but the one who did the drink-spiking should get some xp for that, and the info-gatherers should get some xp for that, etc. This is fine.
What's not fine is this, using your notes as an off-the-cuff mini-dungeon and showing what each character did (assume for these purposes that Fighters A and E have essentially the same stats, items, abilities, etc.):
Fighter A: stood guard while info was gathered, rescued prisoners, took part in battle vs. guards and died there
Cleric B: gathered info from NPC, rescued prisoners, took part in battle vs. guards and died there
Thief C: spiked guards' drinks, rescued prisoners, took part in battle vs. guards
MagicUser D: gathered info from NPC, rescued prisoners, took part in battle vs. guards even including melee combat
Fighter E: did nothing while info was gathered, shot a few arrows into battle vs. guards but carefully avoided any risk, helped with prisoners only after all guards were known to be defeated
In an arbitrary level-up system C, D and E would all get the same reward for this adventure even though the contributions by C and D far exceeded those of E; never mind that had E jumped into the guard battle it's quite likely A and B would have survived. In a per-encounter xp system C and D would get the most, A and B would be next, and E would not get much at all; and to me this is much more fair as xp should reflect both risk (within reason) and result.
The discrepancy is more obvious in a small party like this. Our parties tend to be quite large meaning E-like behaviour is easier to slip in, but it doesn't go unnoticed.
Lan-"I've run with too many E's, and been A too many times"-efan