Such potential for unintended heat here since the issue possibly appears to question someones intelligence. I've been on this board for years, one thing I know is the posters are smart.
To me the issue seems once again a matter of clarification regarding the rules for exp, particularly how multipliers are applied.
Exceptions to rules create a counter intuitive-ness...is that a word? Constant exceptions make the rules and system seem far more complex than it needs to be. I think this issue is key in redesigning RM.
I used the exp system as is for a long while, even creating hand out sheets with premade simple flow charts to track first time exp for suffering crits, killing foes, mnv's performed, etc. After years of gaming and developing a solid undertanding of RM mechanics, I tossed the exp system (except for first time crits are suffered because my players liked them and they are generous) and went with handing out off the top of my head. Behind my screen was a small list: idea points, roleplaying points, goal completion points and fun points. Every player recieved a bonus for each catagory, or none sometimes.
I have only once in my experience as GM handed out negative exp, but guide lines should probably be provided.
So what is the best approach for generating and handing out exp?