prosfilaes
Adventurer
I'm in favor of fudging, when it's needed. If my fudging of the dice keeps my players alive long enough to do something awesome, I'm all for it. I want my players to be awesome. Dying, that's not awesome.
I'll fudge the dice if needed to keep the villain alive just that bit longer to make the story better. For me, it's all about the story, the dice are just along for the ride.
I'm not necessarily against fudging, but described that way it doesn't seem very fun. Through brilliant play or terrific luck, can I drop the villain early? No? Through awful play or terrible luck, can I die? No? Then where's the game?
(And as a spellcaster, whose most likely to hit the villain with a save or die or save or suck, it is absolutely no fun if I get a whiff of the fact that the villain will automatically make his save on Feeblemind or Power Word: Kill the first round.)
Totally up to the GM, though counter to the traditional "play style" of RPGs. I'd even go so far as to say that if all of the dice are meant to be taken at face value and rolled in the open, the game is more akin to games that need no facilitator, like a boardgame or a wargame. ... However, once you adopt nontraditional ways of playing a type of game, it does become something else, or at least a hybrid.
In a world where Amber and Dread and Nobilis are RPGs, I think a different style of dice rolling is a pretty weird thing to say makes an RPG not an RPG. (Note there's no fudging in Dread; once someone has set hands on the Jenga set, the DM has no control.) The DM always has huge powers to define things without fudging dice; he defines the other side, he dictates what they do, including suboptimal attacks and all-out retreat, and can introduce new NPCs (for and against the PCs) at will. What no dice fudging says he can't do is say that the villain's meteor swarm didn't do 64 points of damage, or that the villain saved against feeblemind. I think I'd rather play a game that was less random rather then play a game that claims it's random and then lets the DM bypass the randomness in the name of story.
My current DM gives us and him mulligans, and that cuts down on the randomness without taking freedom away from the players.