Well if it works for some people that's great. For this information to be useful to me it would have to be more detailed and integrated to the other bits advice and rules. For example, if we refer back to the "creating encounters" section, we see that it is 6 pages long (pp. 81-87), and is entirely focused on combat. It gives these guidelines for easy--deadly combat encountersUse the rules for building combat encounters as a starting point for evaluating the difficulty of non-combat challenges and award the same XP you would for a combat encounter of the same difficulty. When designing adventures, designate key events and challenges as milestones and award XP equivalent to a medium encounter for reaching minor milestones and equivalent to a hard encounter for reaching a major milestone. That’s pretty damn good advice if you ask me.
Easy. An easy encounter doesn't tax the characters'
resources or put them in serious peril. They might lose a few hit points, but victory is pretty much guaranteed.
Medium. A medium encounter usually has one or two scary moments for the players, but the characters
should emerge victorious with no casualties. One or more of them might need to use healing resources.
Hard. A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there's a slim chance that one or more characters might die.
Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and the party risks defeat.
It's sort of common sense that encounters could be classed as easy, medium, or hard. Aside from that, the rules on noncombat xp don't really fit with these descriptions, as they are oriented toward and presented within rules for creating combat encounters. Moreover all the suggestions for modifying encounter difficulty are combat-oriented. What I want for a dmg to be useful in this area would be at the minimum descriptions like this and examples for social and exploration challenges as well. It would be even better if they could integrate their advice on xp awards with their other suggested systems: renown (for some reason in chp1 p. 22), moral quandries (split over p..79-80, interrupted by art), influence (short paragraph on p. 78 with no system for tracking), wilderness exploration and tracking (p. 108. how much xp for navigating a hex of difficult terrain or in extreme conditions or in discovering a ruined monument? )