I've heard many people complain that 3E advances PCs too quickly (me being one of them). Most of those complaining give XP to PCs for things the players do (like like I did). After thinking about it for a long time I can't really agree with it. I mean, why does Kharlak the wizard gain skills or become a better spellcaster if Joe (the player) shows up for a game session on time or brings some snacks. Does it make sense that just because Billy is a great roleplayer and draws pictures of his PC then his character gains experience, heck no it doesn't. That's why I made up Player Experience Points or PEPs. I give XP pretty close to the charts in the DMG and it works fine as long as other arbitrary XP awards aren't heaped onto it. I've attached the basic system I use in my game.
Player Experience Points (PEPs)
A player can earn Player Experience Points (PEPs) through exceptional roleplaying and game related activities such as painting miniatures, writing a detailed background for their PC, making miniature scale scenery, creating or finding illustrations of their PC or equipment, etc. Some example PEP awards follow:
• Exceptional roleplaying = 1 - 100 per session
• Painting a miniature = 1 - 50
• Character development (PC background, family tree, etc.) = 1 - 50
• Campaign development (new prestige class, organization, spell, etc) = 1 - 50
• Illustrations of PCs, NPCs, locations, symbols, etc = 1 - 50
Players can spend PEPs to help keep their characters alive. For every 100 PEPs a player spends, she can roll one extra die and keep the better result. PEPs can be spent on any die roll but no more than 100 PEPs per character level can be spent on a single role. In other words, you can't roll more extra dice than your PC's level. The decision to spend PEPs on a die roll must be made before the roll is made.
For example: Malaran is a 7th-level brigand and Dave, being the roleplaying juggernaut he is, has acquired a whopping 1,250 PEPs over the last several weeks. During a harrowing game session, Malaran is being chased by several displacer beasts and he sees a chasm in front of him. If Malaran can make the jump, he'll leave the displacer beasts behind. Dave decides to spend 300 PEPs on the Jump check (which lets him roll a total of four d20 and choose the best result for the check). Dave could spend up to 700 PEPs (getting seven extra dice to choose from) for Malaran's actions with any single die roll.
Another example: Clint is tired of Neilo being a wimp with low hit points so upon Neilo becoming a 5th-level wizard, Clint decides to spend his maximum of 500 PEPs so he can roll a total of six d4s for hit points and take the best result.