Ry
Explorer
Oh, if you don't want to make halving XP to be arbitrary, consider this (I do this as well). You'd think this brings the XP gain back up to normal, but it doesn't in terms of real game time (because players take longer to solve problems than defeat threats).
Problem-Solving Experience (to be used in conjunction with the doubled XP chart):
At the start of each session, players create a list of problems the party is trying to solve. The GM assigns CRs to these problems. When any problem is solved, the player characters get experience points as per a defeated monster of the same CR. The players can add to the list at any time, although the GM is always the one who assigns a CR.
Problems on the list aren't restricted to external problems in the world - they could include "we haven't seen the view from the top of Mount Awesome", or even party-internal roleplaying, like "we need to get that warlock out of his shell." The GM may give a problem a CR of 0 if the problem is extremely trivial, but even recurring, simple problems like "Thranish is probably hungry" can be used to gain experience if fun is had when resolving them.
Problem-Solving Experience (to be used in conjunction with the doubled XP chart):
At the start of each session, players create a list of problems the party is trying to solve. The GM assigns CRs to these problems. When any problem is solved, the player characters get experience points as per a defeated monster of the same CR. The players can add to the list at any time, although the GM is always the one who assigns a CR.
Problems on the list aren't restricted to external problems in the world - they could include "we haven't seen the view from the top of Mount Awesome", or even party-internal roleplaying, like "we need to get that warlock out of his shell." The GM may give a problem a CR of 0 if the problem is extremely trivial, but even recurring, simple problems like "Thranish is probably hungry" can be used to gain experience if fun is had when resolving them.