VirtualWizard
Explorer
As a GM, I personally don’t like the Highlander mentality of handing out experience for foes slain/defeated. “As the hideous monster falls to the ground, the party sucks up some of the dying monster’s life force gaining strength and power.” 
My preferred method is to handout experience for the game session. I take the average party level multiply it by 1000 and divided it by the number of players. Everyone gets an equal share (no level bias). If the game session was particularly difficult (opposition wise) or the group accomplished certain goals, I may double or triple the reward. This method results in faster leveling than WoCT’s proposed advancement rate. If you want a slower advancement, use 750 or 500 points as your level multiplier.
“As the party rests for the day, each member reflects on their trials and tribulations. They know that their past accomplishments will help them in their future challenges.”

My preferred method is to handout experience for the game session. I take the average party level multiply it by 1000 and divided it by the number of players. Everyone gets an equal share (no level bias). If the game session was particularly difficult (opposition wise) or the group accomplished certain goals, I may double or triple the reward. This method results in faster leveling than WoCT’s proposed advancement rate. If you want a slower advancement, use 750 or 500 points as your level multiplier.
“As the party rests for the day, each member reflects on their trials and tribulations. They know that their past accomplishments will help them in their future challenges.”
