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<blockquote data-quote="Ramaster" data-source="post: 7781358" data-attributes="member: 6687585"><p>Yes. Provided it was programed with the ability to do so by a GOOD DM in the first place.</p><p></p><p></p><p></p><p>It's not just about that but... those are like 2 reaaally important DMing skills that not everyone bothers to pick up.</p><p></p><p></p><p></p><p>Several things here. If you fudge, your players won't earn a thing. You are the one that's choosing when they succeed and when they fail. Their characters don't have input in the resolution of your encounters. You're just playing with yourself. Let the guy who's a "super climber" (or the wizard who prepared Spider Climb or whatever) defeat the wall encounter in an objective manner if they are able. That would be an actual accomplishment. If you don't like to use dice and a player's previous choices (i.e. the character options she chose) to decide the outcome of actions within the context of your game then you might be better off playing some game other than D&D/Pathfinder.</p><p></p><p></p><p></p><p>Agreed. If I hadn't been fudging all these years I would have been able to develop it sooner.</p><p></p><p></p><p></p><p>I love pre-planning complex sessions and complex encounters. I also love improvising and coming up with things on the fly. I am, however, very forward with my players before we begin a game on the subject of what type of game I'll be running. If you are playing "Jane Climberstone, Climber Extraordinaire" and the DM fudges the resolution of the wall encounter, then why bother playing a dedicated climber? Your PC will either climb the wall or not based on the needs of the plot as perceived through the DM's eye, not by her sick climbing skillz.</p><p></p><p>tl;dr: Rule 0 has spoiled us as DMs. You don't need rule 0. It robs the players of their agency.</p></blockquote><p></p>
[QUOTE="Ramaster, post: 7781358, member: 6687585"] Yes. Provided it was programed with the ability to do so by a GOOD DM in the first place. It's not just about that but... those are like 2 reaaally important DMing skills that not everyone bothers to pick up. Several things here. If you fudge, your players won't earn a thing. You are the one that's choosing when they succeed and when they fail. Their characters don't have input in the resolution of your encounters. You're just playing with yourself. Let the guy who's a "super climber" (or the wizard who prepared Spider Climb or whatever) defeat the wall encounter in an objective manner if they are able. That would be an actual accomplishment. If you don't like to use dice and a player's previous choices (i.e. the character options she chose) to decide the outcome of actions within the context of your game then you might be better off playing some game other than D&D/Pathfinder. Agreed. If I hadn't been fudging all these years I would have been able to develop it sooner. I love pre-planning complex sessions and complex encounters. I also love improvising and coming up with things on the fly. I am, however, very forward with my players before we begin a game on the subject of what type of game I'll be running. If you are playing "Jane Climberstone, Climber Extraordinaire" and the DM fudges the resolution of the wall encounter, then why bother playing a dedicated climber? Your PC will either climb the wall or not based on the needs of the plot as perceived through the DM's eye, not by her sick climbing skillz. tl;dr: Rule 0 has spoiled us as DMs. You don't need rule 0. It robs the players of their agency. [/QUOTE]
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