GrimCo
Hero
For anything other than a linear, plotted adventure path, this is my least favorite modern rule /culture change. First of all, why does the GM just get to decide when it is appropriate? Send, why can't I as a player choose my level of risk versus reward?
De gustibus non disputandum est. It works for my group and my prefered play style. And most of our campaigns are non linear, non plotted, sandbox-esque. There are frequent sessions where no dice are rolled, it's not uncommon to not have combat encounters for 4-5 session in a row, and when there is combat, it short and sweet. In that kind of play style, xp just doesn't make sense.