Reward cycles are critical to rpg design; if they're done well, they make it perfectly clear what characters should be doing. The reward is really the secret engine that drives the game, and you know what? Gygax and Arneson nailed it. How much more clear could they be? And that was one of the problems as time went on: Someone(s) decided that characters should be rewarded for role playing instead of rolling to play, which the game's fundamental structure refutes. I mean, sure, you can change it, houserule it, whatever. But you should at least realize what you're doing. Understanding this earlier would have saved me YEARS of frustration. :0
Back to XP. I'm following the "100xp/hd" rule, evenly divided out amongst all surviving characters, with a small bit of adjustment for Bill's second character of the afternoon, who joined the party after their epic battle with the giant rats.
Here's the breakdown:
- Giant Rats: 7 x 50 = 350
- Goblins: 7 x 50 = 350
- Tunnel Wolves: 2 x 200 = 400
- Skeletons: 4 x 50 = 200
- Evil Cleric: 1 x 300 = 300
Divided: 1600 - 350 = 1250 / 8 = 156.25 each. I'll be nice and round it up to 157.
Also: 350 / 7 = an additional 50 each for all characters except Mob.
Plus: Any characters that have high enough Prime Requisites should add the appropriate percentage.
And don't forget: The small bits of treasure picked up here and there. I didn't keep track of that, but they all split it up immediately, so it's already on the character sheets.
Hm. Not much. The first thing that occurred to me was that it's actually a tactical decision to not take a huge party into the dungeon. Had only five characters gone down, assuming they all survived, their XP would've been effectively doubled.