Zak S
Guest
But that's the difference. baseball is such a simplistic game,...
Whereas D&D has a player trying to do a lot of different things.
Playing the game is accepting the challenge to deal with those "lots of things".
In many cases, it is far easier to simply fudge away some bad results than it is to stress about conducting a Post Mortem review on your last adventure and analyzing your next adventure for statistical design defects.
I am not talking about what's easy, I'm talking about what I think works best. If you had to fudge, it means the system you chose (and helped set up) failed. the best practice (assuming you have time) is to fix it.
Given that your just going to make mistake anyway on the next adventure, you might as well just simply learn how to adapt your material on the fly.
Or just don't make it again. That way the players are facing a straight, fairly-adjudicated challenge every time. And it's exciting because they know there's no "net".
Given that you wrote the adventure last night and made an encounter too hard, there is nothing so sacred to what you wrote last night, that you can't change it today during the actual game night. it's all stuff you made up and decided as the GM, regardless of when you decided it.
That doesn't change the fact that you still made the wrong decision and the best practice is to learn from it.
Again: not everyone has time for that. But that's my advice--you fudged, it's because you chose the wrong procedure to resolve whatever you were trying to resolve or set up a situation the likes of which you should not set up again.