We learn more from failure...


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Kurotowa

Legend
A useful distinction might be between micro-failures and macro-failures. A micro-failure means you roll an attack that misses, or your target makes their save, or you roll under the DC on a skill check. A macro-failure would be when a monster kills a party member, or the party is unable to turn back an orcish horde from sacking the city, or has to grovel to the evil dragon to save their lives.

Demanding macro-failures for advancement is unreasonable. Trying to tally individual micro-failures is impractical. In the end, a game is a game and the rules of the game are designed to facilitate fun rather than simulate reality. Probably best to just leave it at that.
 

Nevvur

Explorer
A useful distinction might be between micro-failures and macro-failures. A micro-failure means you roll an attack that misses, or your target makes their save, or you roll under the DC on a skill check. A macro-failure would be when a monster kills a party member, or the party is unable to turn back an orcish horde from sacking the city, or has to grovel to the evil dragon to save their lives.

Demanding macro-failures for advancement is unreasonable. Trying to tally individual micro-failures is impractical. In the end, a game is a game and the rules of the game are designed to facilitate fun rather than simulate reality. Probably best to just leave it at that.

I do find that distinction useful, but I wouldn't tally micro-failures of most, if any, combat actions. They can be abstracted into whatever combat XP the DM would normally award.

I agree with the rest of your assessment, but I will argue that improving the accuracy of the simulation is a form of fun for some people, myself included. It's just not worth the overhead, at least not in this case. As my real life friend and co-conspirator concluded, it might be an interesting mechanic to include for an entirely new system.
 

Jacob Lewis

Ye Olde GM
Experience points are designed as an in-game reward for achievements. You reward the character when he accomplishes a task, like overcoming an obstacle or defeating a worthy adversary. It can also be used to reward the player for arbitrary actions or decisions outside the game mechanics, such as good roleplaying or a clever/entertaining idea.

When discussing failure as a learning experience, its just experience not specifically XP. Win or lose, you reward the player just for playing the game, which is not a bad thing. Milestone XP essentially does this already. Success or failure is not measured. It is simply whether or not you reach the next checkpoint in the story or campaign. So it really comes down to which is more important: the overall story or personal achievements?
 

77IM

Explorer!!!
Supporter
Am I the only one here who would LOVE to participate in a game where the PCs are constantly screwing everything up? That sounds awesome!
 


77IM

Explorer!!!
Supporter
Also: It's not really the case that you learn more from failure than from success. Really, you learn more from doing difficult things, at which you are more likely to fail; if you're never failing, you're probably doing things that are too easy.
 


I agree somewhat with the idea that you learn more from failure.

To use running a game of D&D as an example, usually if you have a bad session you have some idea of what went wrong, what didn't work and what needs improving. When everything goes right though, it's hard to tell why or how to improve.

That said, I don't think you need to factor this into XP, as it's already taken into account when a character rolls and misses in combat, for example, they're still getting XP.
 

jasper

Rotten DM
Ok. This what I did back in 1E.
Did you "defeat" the monster? full xp.
Run away with out engaging. 0 xp.
"fought" the monster. 25% to 75% of full xp.
You died! Full XP.
Extra bonus xp. Role playing awards. Smart ideas (inspiration).
I hoped this helps.
 

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