As an illustration, think about basically any trap. You think that maybe there's a trap in a room, so everyone gets clear, except the rogue, who searches. He finds a trap, having succeeded at the first challenge to him; he could have set it off accidentally with a flubbed Search. Now he takes the second challenge and tries to Disable Device.
The risk is the rogue's only. So does he get solo XP for the CR of the trap?
The answer is obvious: no. If we played this way, trap-heavy adventures would result in rogues either a} dead or b} higher-level than anyone else for all their solo work.
Sometimes it's the fighter's turn to bear the weight of the overall mission. Sometimes it's the cleric, turning the undead so everyone else can survive. Sometimes it's the arcanist, blasting the hell out of a horde of orcs that would otherwise swamp the party. Everyone has a part, and just because one particular portion of the adventure calls for someone to not participate directly doesn't mean they should be penalized.
You don't subdivide a multi-opponent encounter and award XP by CR for what a given character dealt with. "Well, the barbarian was the only one who touched the hobgoblin, but the cleric and the rogue both took out the goblin spellcaster, while the wizard buffed himself. Okay, barb gets big XP, cleric and rogue get half of less, and the wizard didn't get around to helping out, so... nothing for you, buddy."
As for the few people who are saying the fundamental of the encounter was "bad", they're off as well. Variety is the spice of life, and sometimes there SHOULD be encounters where a given subset of the party shine. Even to the point of excluding others. The paladin doesn't take the CN tiefling rogue that she herself has serious reservations about in to negotiate with the clergy. The druid shapeshifts to fly and scout ahead, braving dragons and other airborne predators all alone. That's the way it goes, and that's the way it should go. Limiting yourself to "inclusive" encounters only needlessly reduces the richness of the gaming experience.
The risk is the rogue's only. So does he get solo XP for the CR of the trap?
The answer is obvious: no. If we played this way, trap-heavy adventures would result in rogues either a} dead or b} higher-level than anyone else for all their solo work.
Sometimes it's the fighter's turn to bear the weight of the overall mission. Sometimes it's the cleric, turning the undead so everyone else can survive. Sometimes it's the arcanist, blasting the hell out of a horde of orcs that would otherwise swamp the party. Everyone has a part, and just because one particular portion of the adventure calls for someone to not participate directly doesn't mean they should be penalized.
You don't subdivide a multi-opponent encounter and award XP by CR for what a given character dealt with. "Well, the barbarian was the only one who touched the hobgoblin, but the cleric and the rogue both took out the goblin spellcaster, while the wizard buffed himself. Okay, barb gets big XP, cleric and rogue get half of less, and the wizard didn't get around to helping out, so... nothing for you, buddy."
As for the few people who are saying the fundamental of the encounter was "bad", they're off as well. Variety is the spice of life, and sometimes there SHOULD be encounters where a given subset of the party shine. Even to the point of excluding others. The paladin doesn't take the CN tiefling rogue that she herself has serious reservations about in to negotiate with the clergy. The druid shapeshifts to fly and scout ahead, braving dragons and other airborne predators all alone. That's the way it goes, and that's the way it should go. Limiting yourself to "inclusive" encounters only needlessly reduces the richness of the gaming experience.