FrogReaver
The most respectful and polite poster ever
I could be wrong about this, but I don't think spending earned XP to achieve something is a feature from the 3.x years that's sorely missed by a majority of players.
The Challenge Multiplier I suggested earlier could be viewed as an opportunity cost since a group won't immediately gain full XP from encounters until they meet a certain threshold, and that threshold resets with every long rest.
The problem with rewards, if they aren't big enough they won't change any behavior. The problem with rewarding as much extra xp as you are is how fast PC's will level. Getting more than 50% XP a fight is nuts! But if you only gave away 15% extra xp then the players likely wouldn't care enough to really change their behavior.
IMO. Immediately taking away XP to rest would go further towards eliminating resting. I probably only need to take away 10% of their total XP (a relatively minor amount compared to your large multiplier). Alternatively instead of taking it away you could make the next X amount of XP not count for the PC's after a rest. This would have the same effect and not cause as much bookkeeping IMO.
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