You should be careful not too easily passing judgement on what a proper roleplay explanation is for someone attaining higher levels of power and what is not. It is highly subjective beyond this point, but I feel there's many that join in on the notion that you cannot simply (or very forwardly) interact and talk your way to being a level 15 wizard. You can talk and interact yourself into power in the way of attaining a powerful position, attain a large amount of support for your case, strong allies etc. A bard can even perform her way into fame and glory - but I don't feel it's absolutely given that this means higher level character. Even if it to some extend would make sense for certain classes, given that you can accept the notion that the powers attained by levels are mainly combat oriented, it should still make good sense that it is mainly through combat you achieve it. There's nothing counter or non-roleplay about that, it is merely a functioning entirely within the IC world.
I suppose there is little in the cause for arguing against the mindset Neverwinter Nights was made in, let alone all of DnD, which was 'go with a group of friends, or by yourself and save the world against all odds.' It is the adventure to defeat all adventures, although fosters that sort of 'grind, grind, grind' mentality in the gamer when all prowess is tied to your level. Were I to start from scratch I would move all abilities from being attached to a single level and adopt the sort of rule that if you use it, you grow in it. If you do not use that ability, it does not grow. It is part why I find success in your crafting systems and their separate experiences. Of course that is not the end of it. An RPG with "perfect" mechanics will need a lot of trial and I doubt would be tied ultimately to the ideal of the traditional level, but rather layered on the success of many systems.
In the name of roleplay though, and opportunities, I don't feel we should necessarily confine ourselves to combat being the main source of XP if we can find sensible alternatives that would foster the roleplay. It's simply my view, given the indiscriminateness of the RP XP system as well as the other arguments presented, that it cannot fully justify being that alternative. Of course, given the lack of current alternatives - there are quests and bounties and the rogue XP system to some extend, but it only constitute a minor alternative - the RP XP system holds the role of representing other forms of progression, at least for the moment. The current assessment in that regard is then that roughly three hours of roleplay on average contain one hour that more or less fully satisfy your characters overcoming challenges and honing her skills to be perfectly up to speed.
Does that really sound unfair?
Does it really sound unfair? I think it leaves an unnecessary challenge to the player who finds joy in RP. Like all of us know being familiar to games, a lot of our joy comes from a sense of accomplishment, and for all gamers, it is almost a truism that we strive for levels. The games with the most replay value always have a little treat for you at the end of the player's session. In fact, some would argue that we end our session because we reached that treat. Does "One more level." or "Man, sooo close." sound familiar to you?
But in the way of alternatives, I think we are doing really well, but can do better. If looking for inspiration, I suggest looking to your DM team. I have read that during DM encounters, towards the end they give players a fair chunk of xp. Given the scenario, I am sure a few of this server's team can come up with an encounter they did, where they thought, "This would be cool if players did this regularly." For instance, say before the bounty system, a DM made an encounter where he had players go out and collect a criminal's head for of course a reward. From there he brought that scenario to the scripters, or better yet, the players, and they said, "Hey, I'd love to see more of this, but too bad there needs to be micromanagement for it, say we make it into a system."This is somewhat accomplished by the forums but is a bit of a nebulous hassle, since not everyone is on the same page. If you can brief some of the DM's to look out for systems for players to get xp, you will no doubt find systems that will be fun for us players to flock to for fun and overall, reward.
Personally, I think a nonlethal (maybe lethal) gauntlet for players to go into and brave every once in awhile would be awesome, and for it to be from a solo to team effort.
In the case that that idea would be extracted from a DM would be that they say, "Hey, so I just did this thing where I had players go and face the challenges of such and such, and I gave them an XP reward at the end. I think it would be awesome to see more of this without so much of my presence needed."
So thank you for your time and consideration. ;D You guys deserve a reward for that dedication. Wasn't there a donation link somewhere?