I award experience for solving problems without or with minimal violence. If your players are meant to break up an alliance of orcish tribes and they do so by removing the figure holding the tribes together rather than killing every orc they find, shouldn't they have the same experience earned?
Classic Rolemaster awards XP for a range of things, including fighting, skill use and spell casting.What doesn't kill you makes you stronger. Earn XP equal to the damage you take
You should never, ever incentivize the player to act counter to how their character would act. The character doesn't want to take damage, so the player should also want to not take damage. If the character doesn't want to take damage, but the player wants the character to take damage, then that's a disconnect that's going to make it harder to role-play.What doesn't kill you makes you stronger. Earn XP equal to the damage you take, or a good amount of XP for avoiding combat altogether. Would make leveling way way WAY slower unless you shift the XP levels. Thoughts?