Sounds pretty sensible. Would help to discourage jerks from camping out low level areas and encourages people to put themselves in danger for extra rewards. Only thing is if you've got different enemies at the same level and one's tougher than the other, people are probably going to ignore the tougher enemies. There's no incentive to fight them if you're getting the same exp reward (unless the drops/rate of drops improve with that particular enemy).
Well, all the enemies are instanced, so there's no possibility for jerks to do much
My aim is to make like-levelled enemies fairly balanced, although certain character builds will have an easier time with certain enemies - but to me that's playing smart, not lack of incentive.
All enemies will have unique drops, as well as more frequent common drops. Eg, if you want Cave Bat Eyes for a crafting recipie, you ain't gonna find 'em anywhere but cave bats. Or user shops, but those aren't implemented yet
I'm also thinking of adding a fixed exp bonus for "fighting smart". Say, not using magic against a magic-immune enemy will check the "fighting smart" modifier, and earn you the bonus. Or using healing potions as a weapon against undead enemies. Or predicting when an enemy will attempt to heal, and interrupting it. Things like that.
Oh, that's what you mean. I misunderstood. By all means, incorporate this. Even go as far as to make it so no exp is awarded after player has surpassed said entity by x levels.
Like... 10? Which is exactly what I did say?