I probably wasn't clear enough - I'm not actually sure who is doing the shit posting on the Obsidian Forums and even if they are (for sure) from the Codex.
I just want to be sure it isn't the Codex.
I'm sorry for being too accusatory.
If I saw shit-slinging, 10:1 I'd place it at the feet of the rabble. The everyman. The young.
The rabble are whiny little bitches. Once you open the feedback floodgates to everyone, you get a torrent of poo from the rabble, cause that's what they do. Then you have to wade through all of the poo, ignoring how stinky everything is, to find the occasional gem of inspiration. It takes men with stout hearts (and no sense of smell) to wade continuously through all of the shit* without it affecting their minds.
And why do they sling so much poo? The rabble don't really understand how a game is put together. And, in not understanding, they tend to fixate on one aspect that they do understand, and harp on about it endlessly. Since it's the only thing they understand, it's the only thing they feel they have control over. And when you don't listen, they go into meltdown-mode, and start slinging shit. Now, giving into the endless tirade of one individual, in order to remove his poo, generally just inserts the poo direct into the gameplay, since the design is no longer organized around the core game concepts, but is instead organized around the biggest poo-slingers around.
On the other hand, if lots of people are slinging the same poo, it does behoove one to listen, because maybe - just maybe - they might be discussing something important. Though probably not.
As for Codexians, they're usually too busy shit-slinging at each other to bother with going on some other forum to shit-sling.
XP ISSUE
Quest-only xp is a funny thing.
In the dim recesses of the past, I ran a lot of campaigns without kill xp, mostly because I couldn't be arsed to do the math. And it worked really well when the game was social-oriented, like Storyteller, since it freed everyone up to play their character however they wanted. It also worked decently when, in a more combative game, the goal was fixed and rigid. Like, survive this epic siege however best you can, and the survivors get xp.
An issue always arose, though, when doing it for open,combative games. And that's because it divorced xp from effort. Take the classic choice that everyone has been citing - stealthing an area, fighting across it, or cheesing across it. The stealther sends the rogue ahead to stealth the area, and the rogue makes a handful of stealth rolls to get to the end and complete the quest, spending all of 3 minutes to do so. The cheeser cuts across the entirety of the map and gets the reward in all of 30 seconds. Those, while the one fighting across it takes 3 hours and a multitude of skill rolls and action rolls to make it.
But all of those people get the same xp. Which means, they don't all get the same reward. Because the time invested is so different, the reward per second of effort is different. Those people who fight across the map get less reward in regards to their effort as those who stealth across it, since it took them 3 hours vs 3 minutes, and it took them a whole lot more rolls and chance and difficulty. (For the metagamers, this means finding the most efficient way of completing quest is always best.)
This issue is mostly an issue of quest only xp (instead of chapter-only xp), because xp for quest only makes it all too obvious which level of effort is being rewarded more. Every time someone turns in a quest, they feel it. Chapter only xp doesn't have that issue, not anywhere near as much, since the context of the xp reward is so much more divorced from the actions on the ground.
Making quest only xp is also a whole lot of unnecessary work. Have to make the rewards, balance each reward for quest completion against all of the rewards for the other quests, and debug anything not performing. Since quest only xp doesn't add anything to the game except a highly detailed progress bar (each thing you do in the story gets you xp, filling out your progress through the story), it's way easier just to have a regular progress bar, chapter only xp, and call it a day.
* Or you can hire an admin to go through it and weed out all the crap for you, and since they are not personally invested, it won't suck so much for them.