JamesonCourage
Adventurer
Yeah. I do. You didn't really address the context of my post, though, so if you have thoughts on it, I'm open to them.Yup, you use the word "cheat."![]()
Yeah. I do. You didn't really address the context of my post, though, so if you have thoughts on it, I'm open to them.Yup, you use the word "cheat."![]()
I like to make good "play" decisions in a game. And I hate the stuff described above. When it is better mechanically to take a "save or suck/die" spell, I will take this spell and want to feel bright about it for taking the more effective spell.If a DM fudges die rolls to make the experience best, why roll the dice at all?
If the DM will ignore a failed save to avoid a first round defeat of the BBEG, why roll the die at all? If the DM will change the damage dealt to avoid killing a PC, why roll the die at all? Etc. etc. etc.
Bullgrit
Naturally! Roll out in the open! Then fudge the figures behind the scenes if necessary...![]()
1. Interpreting rules according to their intent, not wording, and removing various loopholes when they show up in game
2. Adding modifiers or overriding rules to have the game world behave in a consistent and sensible way
3. Modifying creature stats on the fly to correct mistakes in encounter balance
4. Overriding rules and rolls to keep characters from dying or otherwise becoming unplayable
5. Overriding rules and rolls to preserve GM's story from random factors (includes 4)
6. Overriding rules and rolls to preserve GM's story from player actions
A game requires a social contract - set of rules and expectations that all players (including the GM) share. Without it, a group will, sooner or later, encounter a situation like the one described in the OP, when styles and expectations clash and somebody's fun is ruined.
There is no good answer if fudging is good for the game or not. It depends on what people want and expect. There are also different kinds of what can be called "fudging", at least by some people:
1. Interpreting rules according to their intent, not wording, and removing various loopholes when they show up in game
2. Adding modifiers or overriding rules to have the game world behave in a consistent and sensible way
3. Modifying creature stats on the fly to correct mistakes in encounter balance
4. Overriding rules and rolls to keep characters from dying or otherwise becoming unplayable
5. Overriding rules and rolls to preserve GM's story from random factors (includes 4)
6. Overriding rules and rolls to preserve GM's story from player actions
3. Modifying creature stats on the fly to correct mistakes in encounter balance
I see a lot of straw man arguments in this thread. The "classic fudge" is:
NPC rolls really well for damage. DM puts PC at -8 instead of -12. This gives the other players a couple rounds to scramble rather than killing the PC outright.
Situations like this don't come up very often. Usually no more than once in a session, and generally not most sessions.
This makes sense broadly, but how on Earth would you measure 50/50?
I think it's a lot different - the bad rolls for the players and/or the good rolls for the DM still stand, it's just that they get some in-game help. It's like bringing in a relief pitcher in a baseball game.
By the way, while I often have that 'unplanned' ally in reserve, I've only had to use the unplanned ally like that once in 4 1/2 years.
Also, I make all combat rolls (to hit, damage, saving throws) out in the open. Things like NPC reactions and opposed rolls, I do behind the screen because the PCs don't need to see what their bonus is.
Good list.
When I DM and I notice that this kind of situation is occurring, my normal technique is to modify the behaviour of the creature rather than its stats - maybe it attempts to flee rather than fight to the bitter end against badly wounded foes, maybe the intelligent creatures decide to capture for info or ransom rather than TPK the adventurers, and so on.
When I DM and I notice that this kind of situation is occurring, my normal technique is to modify the behaviour of the creature rather than its stats - maybe it attempts to flee rather than fight to the bitter end against badly wounded foes, maybe the intelligent creatures decide to capture for info or ransom rather than TPK the adventurers, and so on.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.