IIRC, the DMG explicitly states that XP is awarded for "overcoming" a challenge... and not necessarily by combat. Killing the giant outright is overcoming the challenge. Convincing him to chill out is overcoming the challenge. Running away and hiding until he's gone is NOT overcoming the challenge.Greatwyrm said:Combat also isn't the only way to overcome a potentially hostile encounter. I'd give just as much xp for a group talking a rampaging giant into calming down and seeing the error of his ways as I would for just killing him. Maybe more.
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The base XP value for a 'unit' is 45*character level.
? 2 units given for each plot hook a player manages
to get introduced into the game per session. 3 if it plays a big role.
? A Sub-Plot is any deviation in the normal
storyline. Any side trips or unscheduled
interactions.
An example would be relationships people form
with non critical NPCs. Or small side mini
adventures not initiated by the DM.
? 3 units for achieving the current plot's goals.
2 for progressing towards them.
1 for simply not veering off or going backwards on them.
? 1 unit for signifigant non-combat NPC interaction.
2 if that interaction is not tied to 'adventuring
challenges'. This can stack with the in character
dialogue bonus.
? 1-2 units for giving me a written journal for the character, which includes
their thoughts on current events and any other topic the character might
come up with. 1 for 500 words. 2 for 1000 words. If in epic poem format
it is judged per page when I set it to 12pt Times New Roman/14pt leading.
1 for 1 page. 2 for 2 or more pages.
? This helps me out a lot. So I reward it. You could say the
character is learning by reflecting on their actions.
? 1 unit for demonstrating a 'shining example' of the character's core
concept. 2 if it also exemplifies their alignment.
? 1 unit for active participation. Where most players will fall.
A player who does nothing or only the occasional thing that session gets 0
of this. The most active participant(s) will likely earn extra XP in the other
categories so rewarding them here would cause an undesired double bonus.
? 1 unit for demonstrating effective teamwork. Cancelled for any members
who work against the team at any point in the session.
? 1 unit for enabling player interaction. This is where by your actions or
roleplay you enable other players to become more involved in actions,
roleplay, and making choices rather than just following along.
? 1 unit for consistently using 'in character descriptive narrative' in combat
or out. 2 units if in both.
? This is a bonus for describing your actions in non game-mechanical terms.
How your character does it.
Conversing with the PCs and NPCs rather than stating what you said.
If activity is counterproductive to the PLAYERS
enjoyment all XP for that session is cut to 0. Note that I say
PLAYERS and not the adventure or the characters. You can
completely destroy the adventure and lay waste to half the party
and still get XP awarded if the players present had fun doing it.
I don't expect everyone to pull off everything all the time.
The goal here is to have one level progression for every 3-5 sessions.
The story based is set to 1 level every 4 sessions if you get 5.5 units per session.[/size][/color]

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.