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We learn more from failure...
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<blockquote data-quote="Immortal Sun" data-source="post: 7549269"><p>The problem becomes, how do you define failure?</p><p></p><p>Imagine:</p><p>There's a big monster up front, all ramging around and stuff.</p><p>-The party is out of its sight and decides not to engage, just turn around and walk away.</p><p>--Is this failure? Is this success? </p><p></p><p>Imagine:</p><p>There's a big monster up front, all rampging around and stuff.</p><p>-The party decides to go kill it, because loot and stuff.</p><p>--The first attack hits...and the party finds out the monster has DR 10/--. Without obtaining any more information, the party runs away, the monster didn't even notice they were there!</p><p>---Is this success? Failure?</p><p></p><p>Imagine:</p><p>There's a big monster up front, all rampging around and stuff.</p><p>-The party decides to attack, because BLOOD FOR THE BLOOD GOD!</p><p>--The party fights valiantly, but they're worn down (but not defeated) they decide to book it, leaving the monster alive.</p><p>---Is this success? Failure?</p><p></p><p>----</p><p>Beating the objective is an easy binary to establish. Did you kill the fire-breathing T-Rex? Yes? EXP! No? No EXP. Did you find the Holy Grail? Yes? EXP! No? No EXP. </p><p></p><p>Failure and "learning" are much more difficult gradiants to analyze. What did the party learn from their failure? Was that knowledge helpful to them? The party is likely to say "We learned a lot! It was very helpful!" if they knew such responses entitled them to more EXP. But what if the knowledge <em>wasn't</em> useful? What if it was but the party doesn't apply it? Or doesn't know how to apply it? Or it's usefulness is not apparent <em>yet</em>?</p><p></p><p>I do keep an eye on how fights go, how many spells/HP/daily ability uses a player has to use in order to beat an enemy and that's what I really use to gauge my XP rewards. I do give some <em>partial</em> XP for trying (usually in terms of 100 EXP per round), but it's minimal. If my players see something scary and just run away, they don't get anything for that.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7549269"] The problem becomes, how do you define failure? Imagine: There's a big monster up front, all ramging around and stuff. -The party is out of its sight and decides not to engage, just turn around and walk away. --Is this failure? Is this success? Imagine: There's a big monster up front, all rampging around and stuff. -The party decides to go kill it, because loot and stuff. --The first attack hits...and the party finds out the monster has DR 10/--. Without obtaining any more information, the party runs away, the monster didn't even notice they were there! ---Is this success? Failure? Imagine: There's a big monster up front, all rampging around and stuff. -The party decides to attack, because BLOOD FOR THE BLOOD GOD! --The party fights valiantly, but they're worn down (but not defeated) they decide to book it, leaving the monster alive. ---Is this success? Failure? ---- Beating the objective is an easy binary to establish. Did you kill the fire-breathing T-Rex? Yes? EXP! No? No EXP. Did you find the Holy Grail? Yes? EXP! No? No EXP. Failure and "learning" are much more difficult gradiants to analyze. What did the party learn from their failure? Was that knowledge helpful to them? The party is likely to say "We learned a lot! It was very helpful!" if they knew such responses entitled them to more EXP. But what if the knowledge [I]wasn't[/I] useful? What if it was but the party doesn't apply it? Or doesn't know how to apply it? Or it's usefulness is not apparent [I]yet[/I]? I do keep an eye on how fights go, how many spells/HP/daily ability uses a player has to use in order to beat an enemy and that's what I really use to gauge my XP rewards. I do give some [I]partial[/I] XP for trying (usually in terms of 100 EXP per round), but it's minimal. If my players see something scary and just run away, they don't get anything for that. [/QUOTE]
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