If you really want to control everything you can set the XP slider in module properties to 0 and give XP via the OnDeath scripts of the monsters. The disadvantage is that you either give every level the same amount which doesn't make sense at times, or you have to script level-depended XP rewards (if you use one formula this won't be a very big problem though).
BTW in the module I'm making I have the slider set at 0 and I give out same amounts of XP for completing quests, so most of the time not for killing monsters. That's the way it makes sense for me and it fits the story. Also is nice for me so I don't have to balance encounters too much to fit more different levels than the level I think players should be.
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