Obviously if the module lists a value, then that's great. But what if it doesn't, or what if you are writing a module?
In a classic, sandbox, gold-for-XP system, I want to avoid answers like "enough for the party to level once". I want some kind of objective way of deciding which is, in @Eero_Tuovinen's
In particular, tomorrow our party will be going through Temple of the Moon Priests
in our new sandbox. They are likely to get their hands on the "Sky Shard" a magic item that grants immortality to the wielder, but which is cursed - the wielder has nightmares which come to life and breed, presumably with terrible consequences for the party and the world. How can I assign an XP value to this?
(I am using D&D 5th edition, if that helps. If anyone has any opinions on using D&D 5th's experience scale, vs earlier editions', for this kind of campaign, I'd be interested to hear them.)
I always appreciate the number of answers I get to my questions here - I hope one day to be in a better position to answer others' questions!