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<blockquote data-quote="Blue" data-source="post: 7507223" data-attributes="member: 20564"><p>If D&D full sessions were applicable to some sort of monte-carlo repeated testing, I'd say that it wouldn't be to track resources saved - since as you point out there are no rewards for ending up with unused resources - but rather to determine the number of times that there was a resource outage during an adventuring day.</p><p></p><p>For example, damage taken is unimportant, but actions lost to being unconscious or incapacitated is. And that might be a failure of 0 HP or maybe failure to save against crowd control spells. Or just out of position with lousy ranged options is a partial demerit for a STR based melee combatant.</p><p></p><p>But D&D isn't that type of game. And since there is so much party dependent that still would likely not have much meaning. Is being at 0 HPs a lot because of low AC? A bad save that got hit a lot? Bad tanking or bad healing by someone else? Not enough battlefield control?</p><p></p><p>To sum up: I agree with you; how can we actually design a metric that is both measurable and useful?</p></blockquote><p></p>
[QUOTE="Blue, post: 7507223, member: 20564"] If D&D full sessions were applicable to some sort of monte-carlo repeated testing, I'd say that it wouldn't be to track resources saved - since as you point out there are no rewards for ending up with unused resources - but rather to determine the number of times that there was a resource outage during an adventuring day. For example, damage taken is unimportant, but actions lost to being unconscious or incapacitated is. And that might be a failure of 0 HP or maybe failure to save against crowd control spells. Or just out of position with lousy ranged options is a partial demerit for a STR based melee combatant. But D&D isn't that type of game. And since there is so much party dependent that still would likely not have much meaning. Is being at 0 HPs a lot because of low AC? A bad save that got hit a lot? Bad tanking or bad healing by someone else? Not enough battlefield control? To sum up: I agree with you; how can we actually design a metric that is both measurable and useful? [/QUOTE]
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