Pathfinder Society Organized Play allows players to advance either 1XP or 1/2XP per session. There are no advantages offered by taking the slower XP (experience) gain, so why would someone use this option?
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The relevant bit of the Pathfinder Society Field Guide:
Primarily, the "slow" XP gain is so that you can keep playing with a particular character longer. Note that when you gain a level you pick whether you are on the slow or normal track for the next level. There are a couple of reasons you might do this:
Hypothetical 1: I like playing PFS with my friends, but I attend more games than they do
I might decide to do ½ XP for a few levels, so that I'll stay in the same tier with them.
Hypothetical 2: I really love this character, but I'm approaching the level 12 cap too rapidly!
I might then do ½ XP to prolong the life of that character.
Hypothetical 3: I GM a lot of PFS games, and all of my characters are getting XP, but I've not had time to play them
Might choose ½ XP for a level or so, in order to actually get to play the character at that level.
In the end, it's just a way to stretch out the pacing of PFS games, since there's not a lot of end-game content at level 12, and if you play a lot, you'll be leveling up fairly quickly.
Slow advancement also offers the additional benefits:
I've found with newer players that the longer they play a level the better grasp they have on the class and character, as they can spend more time mastering and getting comfortable with the abilities/feats/spells.
The reason I chose to do this when I played is so I can understand the classes better that I never play at a non-organized play setting. This allows me to find the classes quirks and as a DM helped me challenge my players that played the classes I never played before. It also helped me realize that I really enjoy the Witch class.