Li Shenron
Legend
- Group XP. All XP is shared equally amongst the group. All characters therefore level up at the same time (unless you're using an older edition of D&D which has different XP tables for each class). The assumption here is that, although in some sessions some characters may do more than others, in other sessions it balances out. Plus, they're all part of it really, even if it's just healing each other afterwards or being involved in the planning, or contributing to the resources used.
When I started DMing, I used to give individual XP, but that requires a subjective judgement on how well each player has played. But I realized fairly quickly that it's much more fair to just spread the reward equally.
However PCs don't level up at the same time because of absences (see next).
EDIT: I forgot to say that I've tried the "No XP" option too at some point, i.e. DM says when it's appropriate to level up. I was totally fine with it, but I was kind of feeling that my players were missing the little fun of counting their points

On top of this, we have the issue of absent players. Some groups will allow an absent player to gain XP; others will not. Some groups may allow the absent player to gain half XP, or might determine it based on the reason for absence - "I can't be bothered to drive over tonight" being different to "I was just in a car wreck and am currently lying in a hospital bed".
I don't give XP to absent players. You just don't figure in the statistics if you don't play the match. (OTOH I never let bad things happen to the PC of an absent player, unless such things happened to the entire party)
We also have the concept of effort-based XP. Some DMs like to give XP to players who act in a certain way; that's most frequently evidenced in "roleplaying" awards - a player who roleplays particularly well in a given scene may get a bonus of 200 XP, for example. A player who provides a well-written character background may get XP for it, or one who provides an appropriate miniature. These XP awards are all geared towards the DM conditioning the players into playing in a certain way, and making a certain level of effort.
I don't give these extras. I prefer to avoid anything that requires my personal judgement on the player's effort, because I know it will be biased towards a certain style of playing the game that I favor myself. When I play well, keep track of my spells component, or write a fancy background, doing those things is already my reward. I'd like to encourage it, but the flip of the coin is that it would also be a bit like punishing the other players who consider these not essential to playing the game.
Then, of course, we have the variance in timing. Do you give XP immediately? Do you give XP at the end of a session? Do you give XP at certain junctures in an adventure? And, depending on these factors, when may a character level up? Between sessions, between adventures, in mid-session?
For convenience, I delay XP calculations for after the session, so I usually give them by email message before the next session

I couldn't vote on this part of the poll... in-game I ask the players to level up their PC on next full night's rest (which is not a poll option). Normally I would like the players to have their updated character sheet ready by then (they should know when they're close to level up) so that we don't have to stop in the middle of a session to let someone pick his new spells and stuff.
Some older editions of D&D put some heavy brakes on XP. In addition to having different XP progression tables for each class, often gold and time would have to be spent "training" in between levels; later editions assumed that training happened constantly and in the background and didn't need to be specifically spelled out.
I use the "you're always training in the background" explanation. I often explain to players that e.g. if they get a new feat at level 6 and they got the previou at level 3, the new feat is the result of something they learned during the previous 3 levels, more or less, so even if the player makes the choice now, for the PC it's the result of a longer time.
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