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Hmm is this done in a way that differentiates it from other paths? Curious because I'm not sure I noticed the difference.
It seems like less so far, but I also think that will depend on how many enemies there are and how much xp they are worth. Also, the game doesn't just award xp for 'avoiding' combat, but rather specifically for resolving social situations peacefully.
For example, you can talk the scavengers at the entrance to the Dank Crypt into leaving through a conversation check (Deception or Intimidation) and, if successful, then they all leave without a fight. I think doing that awards the party 30 xp or something. You also get 10 xp for discovering the Crypt, and I think you get another 15 or so for dropping the large stone, although that might actually be for killing the two suckers standing underneath it (so maybe 15 apiece).
However, you can also use pause to get the xp from the peaceful solution, and then attack npc's before they are able to leave (they run a short distance before despawning to make it look like they 'disappear' off camera). So in the above example, you convince Gimblebock and company to leave, get 30 xp for that, and then before they get away you pause the game and attack them, starting combat. Then you get all the xp, both for the 'peaceful' solution, and for killing them as well (not to mention the loot).
You can't do this in ever single case as far as I know, but there are many situations where you can.
I worded the question poorly because I had to hurry at work haha
I think that the amount of xp they award for peaceful solutions should be increased a little, but at the same time they need to nullify xp for kills if you do so.
I think a nearly pacifist playthrough ought to be possible (I'm sure there are some bosses that must be defeated no matter what, so I'm not sure a true, 100% pacifist playthrough will be possible, but it would be neat to try).
They have an item that gives you Int (17), so sometimes it`s worth to get it depending on your build/class.
Yes, you found an exception to the rule.
Can you make as much money being good as opposed to evil? From my experience, you cannot. Which is kinda interesting. At least not in early access but that may change.
You can let NPC's go by persuasion or intimidation and avoid a fight and acquire XP, but you then miss out on looting more corpses. From a game play perspective I've notice the more aggressive your party is, the richer you get. And this isn't even taking into account all the stealing and just generally being a jerk.
I want to do a full play though and be a goody two shoes, and then play a character that takes as many fights as possible in my next play though and see the differences in overall money I have at the end of the game.