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I'm on the same page as Ciaran Barnes. I've not tracked xp since the first game I ever ran a few years back, and the games I play in currently don't keep track of it either.
What I do is look at how much xp the party needs to level, look at the encounters ahead of them, and set a point where they will have gathered enough to level.
If you really do need to give out xp I recommend that you decide how much the encounter is worth and just divide that with how many group members there are and give them all an equal share, even if they aren't there for the session. There's few things worse for a player then falling behind the rest or having one guy rocket ahead of the rest.
Things I sometimes give out bonus xp for is good group dynamic and teamwork in battle and good use of role-playing both in and out of combat. If players roleplay well I sometimes even give them bonus stats to the rolls they are making or even null the roll and let them win if they do it excellently. XP can be a good tool for encouragement in that way, and personally I find that it works very well.