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DM advice: How do you NOT kill your party?
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<blockquote data-quote="Arilyn" data-source="post: 7401084" data-attributes="member: 6816042"><p>In almost every other rpg, except DnD. The D20 is swingy, and if players are in a losing streak, which is just getting silly, like my earlier Kobold example then I'll fudge a little. It has never been apparent to my players, because it's rare. If I decide after a long night of gaming, that the archer, who hasn't been able to hit the broad side of a barn all night, finally gets a solid shot on the monster at the end of an epic battle, but doesn't quite kill it, I might state the critter's going down. This wraps up the fight in a more satisfying way, and leaves the archer player leaving the table on a high note, which has been eluding him all night.</p><p></p><p>Looking at the history of DnD, the game has gone from players dropping like flies, to a ruleset which allows for much greater player survivability. It's much harder to die from random bad luck in 5e, for example, than ADnD. I've never fudged in 13th Age, because there are mechanics in place that act as a buffer, yet 13th Age is dangerous and can be very deadly. There won't be any silly deaths, however. Since this is the direction these games have been going, I can assume it's what most players want. </p><p></p><p>The idea that once the dice come out, we have to always abide by them isn't always the best route. It's assumed that players will survive most routine battles, yet they aren't just narrated. There was absolutely no advantage to letting my players fall to the kobolds. Nobody did anything wrong, but a TPK would have had us halting the game to create a brand new group, which may not have been as interesting. My players would have felt understandably frustrated, and for what? An unbreakable rule about dice that once rolled, must rule? No, I'd rather fudge.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7401084, member: 6816042"] In almost every other rpg, except DnD. The D20 is swingy, and if players are in a losing streak, which is just getting silly, like my earlier Kobold example then I'll fudge a little. It has never been apparent to my players, because it's rare. If I decide after a long night of gaming, that the archer, who hasn't been able to hit the broad side of a barn all night, finally gets a solid shot on the monster at the end of an epic battle, but doesn't quite kill it, I might state the critter's going down. This wraps up the fight in a more satisfying way, and leaves the archer player leaving the table on a high note, which has been eluding him all night. Looking at the history of DnD, the game has gone from players dropping like flies, to a ruleset which allows for much greater player survivability. It's much harder to die from random bad luck in 5e, for example, than ADnD. I've never fudged in 13th Age, because there are mechanics in place that act as a buffer, yet 13th Age is dangerous and can be very deadly. There won't be any silly deaths, however. Since this is the direction these games have been going, I can assume it's what most players want. The idea that once the dice come out, we have to always abide by them isn't always the best route. It's assumed that players will survive most routine battles, yet they aren't just narrated. There was absolutely no advantage to letting my players fall to the kobolds. Nobody did anything wrong, but a TPK would have had us halting the game to create a brand new group, which may not have been as interesting. My players would have felt understandably frustrated, and for what? An unbreakable rule about dice that once rolled, must rule? No, I'd rather fudge. [/QUOTE]
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