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Do you want your DM to fudge?
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<blockquote data-quote="UngeheuerLich" data-source="post: 6801078" data-attributes="member: 59057"><p>So a very enjoyable story that was fun and felt awesome was spoiled because the DM didn't use exact numbers? You rolled high and did damage. He rolled high and did damage. Low attack no damage. HP appropriate, else you would have noticed.</p><p>It may not be my preferred style of play, but your decisions and rolls did matter even more than usual, because they were not spoiled by rolls that miss closely although you rolled high, which could have just frustrated you.</p><p>Maybe power gaming was useless in such a game because a little +1 here and ther didn't matter.</p><p></p><p>He should maybe not have told you, was his only error, because if he didn't know the system it was the best he could do to make an enjoyable adventure.</p><p></p><p>I had another story where I really enjoyed the game... the best story ever. And when I asked how long the DM prepared his intrigue story, he told me that he just prepared the first encounter and didn't even know that it would be an intrigue story. He reacted with his gut feelings and went with our ideas. I still remember that story. You remember yours. So maybe just accept that it was fun.</p><p></p><p>In 5e and 3e there are tools btw. In 3rd edition ot was called the dm's best friend. A flexible +2 bonus you used to increase or decrease the roll or the DC by circumstance. In 5e there is a close miss section. Both tools can be used by the DM to not have anticlimatic endings. Both are fudging the roll, but they are sanctioned by the DMG. That is about the fudging I use. And sometimes I award advantage after a botched roll and call it inspiration. That is because If I feel that the PC should succed, I think inspiration should have been given anyway and I always forget that rule. A second chance is a good middle way between ourright fudging and not.</p><p></p><p>So long story short: the dm has tools that can be called fudging. Use them and its fine.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6801078, member: 59057"] So a very enjoyable story that was fun and felt awesome was spoiled because the DM didn't use exact numbers? You rolled high and did damage. He rolled high and did damage. Low attack no damage. HP appropriate, else you would have noticed. It may not be my preferred style of play, but your decisions and rolls did matter even more than usual, because they were not spoiled by rolls that miss closely although you rolled high, which could have just frustrated you. Maybe power gaming was useless in such a game because a little +1 here and ther didn't matter. He should maybe not have told you, was his only error, because if he didn't know the system it was the best he could do to make an enjoyable adventure. I had another story where I really enjoyed the game... the best story ever. And when I asked how long the DM prepared his intrigue story, he told me that he just prepared the first encounter and didn't even know that it would be an intrigue story. He reacted with his gut feelings and went with our ideas. I still remember that story. You remember yours. So maybe just accept that it was fun. In 5e and 3e there are tools btw. In 3rd edition ot was called the dm's best friend. A flexible +2 bonus you used to increase or decrease the roll or the DC by circumstance. In 5e there is a close miss section. Both tools can be used by the DM to not have anticlimatic endings. Both are fudging the roll, but they are sanctioned by the DMG. That is about the fudging I use. And sometimes I award advantage after a botched roll and call it inspiration. That is because If I feel that the PC should succed, I think inspiration should have been given anyway and I always forget that rule. A second chance is a good middle way between ourright fudging and not. So long story short: the dm has tools that can be called fudging. Use them and its fine. [/QUOTE]
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