Jacob Lewis
Ye Olde GM
Thank you for elaborating. I have not given much thought to using XP in D&D for years, so I wasn't sure what I was missing. And now, I have given it some thought.Well, the benefits of XP, which I would argue are not obvious (or, to be more precise, not apparent - they’re easy enough to understand theoretically, harder to directly observe their impact on the experience) are that it provides a highly effective incentive structure, and that it gives players a clear indicator of progress towards advancement, which is deeply viscerally satisfying. The former is I think more obvious but also more controversial - I’ve seen people say “I don’t want to incentivize the players towards or away from anything in particular,” and while I that viewpoint is very strange to me, it’s a perfectly legitimate preference to have. The latter benefit I think is far less apparent, but also far more impactful. You may not notice much direct benefit from the progress bar effect, but your brain will.
As for the drawbacks, they’re quite apparent. Math and bookkeeping, the DM has to do math to work out XP awards, and the players have to keep track of the numbers. Both things people don’t love doing. But, in my opinion, both are pretty minor inconveniences despite being very apparent, and well worth it for the benefits mentioned above.
While I agree it is a matter of legitimate personal preference, your language strongly suggests your own bias as factual without any evidence to support it. I don't think can categorically claim it to be "highly effective" in all cases, unless you assume that every player shares the same goal as everyone else. Likewise, a "deeply visceral satisfaction" assumes that all players of D&D focus on one thing. I am sure someone will take exception to that.
What I have found, in my personal experience, is quite the opposite. Some players would feel validated only when they were rewarded with XP. And if they didn't get it, they were slighted because they believed they were owed for something they did. And eventually, they expected XP for everything. It was part of the grind counting down to the next level, only to start working towards the next one.
Without XP, players focus more on what was going on and less about what they could get for it. And they care about what happens to other characters, knowing that individual successes contributed to the whole group more than just the individual. If they know their levels are coming when the time is right, there is no longer a rush to get to it. That's a burden off everybody's plate, especially for those who might enjoy the game for different reasons.
Point is different players play for different reasons. I have sat with players who wanted to force everyone into a fight or do something unnecessary because their only goal was XP. It's very annoying, very frustrating, and kinda rude.
If XP is why you play, however, that's fine. But don't expect everyone else to share your view, or like it. Because it is just one perspective. Taking XP off the table might allow some players to find more deeply substantial rewards for playing.