RM already has a very clean and clear mechanism for "fixing" foolish/stupid behavior patterns. . .it's dangerous enough when you're not being foolish or idiotic, if you throw those factors into the mix, it's a death sentence.
Sure, which is why I stated it in terms of the learning process. Natural selection and the luck of the dice will take care of foolish behavior patterns... eventually. Personally I don't like the idea of XP being solely a measure of success or failure, the dice and the tables do that quite well. I consider XP total an attempt to abstract the character's current place in the learning process that everyone goes through day by day. And as noted above, the circumstances I think would justify dropping that number are pretty unusual and extreme. Nonetheless, I think a slow learner's XP should reflect the fact that he's a slow learner, not whether or not he has been lucky enough to avoid the consequences of it
thus far.If someone grabs the knob of the door with the lightning bolt trap inscribed on it, I think he'll learn something. I can see the sense in giving him XP for eating that lightning bolt.
The second time he grabs the knob of a door with runework inscribed on it (especially if he can check and see whether or not it radiates magic), I not only won't give him XP for getting bolted again, I may take back the ones I gave him for the original lightning bolt,
since he obviously didn't learn anything from it.The third time he's in that situation
if he doesn't act like an idiot, I may give them back. If he
does act like an idiot, I may subtract that many
again. Cos the fact is, he's actually being quite a bit stupider the third time than he was the first time.