Continuing my thoughts of the other day:
Modifying Loot-Based XP to Encourage Risk Taking
Here are three more ways to encourage more exploration and risk-taking using DF21's loot-based XP system.
1) Remove the 20% threhold reward. Currently, if you get 20%-99% of your XP-based loot theshold, you get half of the loot XP - 2 points.
With this approach, you get rid of that. It's all or nothing - 0-99% of your loot threshold means 0 xp. 100% means 4 xp.
This means that higher-point delvers really must go deeper. Scumming for lesser loot in the higher levels of the dungeon, especially those picked over, will likely result in a 0 xp delve - 0 for exploration, 0 for loot.
2) Tie in exploration (version A). You must earn at least 1 xp in exploration of new areas to get 4 xp for loot. Otherwise, you get 2 xp.
3) Tie in exploration (version B). You must earn at least 1 xp in exploration to take advantage of the 20% threshold reward. You do not need exploration to get 4 xp for meeting your loot threshold.
1 and 3 seem like they have some potential.