Or... use the dice, see what the say, and adjudicate the story accordingly because the dice are in no way the most important part of the game.
Yes... for many of you the dice are the Voice of God, telling you exactly what happens and you cannot and dare not go against it. Great! Glad that works for you! For the rest of us... they're just a tool. To be used when necessary but never to be beholden to in every situation. There is no reason why they have to be held to a higher standard than the entire rest of the game.
Luckily for everyone... we don't have to play in each other's games. We're free to play the way we want.
Er...it has nothing to do with the dice being "the Voice of God" or any other such nonsense. I don't at all think that it's wrong or bad to decide, "Y'know what? This isn't a time for the dice to be used. I know better than the dice do what a good story is."
I
do think it is incorrect to employ the dice,
AND THEN say, "Y'know what? No, I'm NOT going to use the dice." Changing your mind like that--deciding that you actually AREN'T unsure about whether a thing should succeed or not, deciding that you're going to ignore a failing roll AFTER the fact--is what bothers me. Because it means that you are never really
serious when you say you're going to use the dice. A DM that fudges never
really means that they're leaving it up to the dice when they
say they're leaving it up to the dice, because they may at one moment 100% intend to take whatever the dice produce, and then ("magically"

) it turns out that no, they
won't take what the dice say.
IF you roll, you should accept what the dice say. You asked for an impartial adjudicator, and you got one. If you never
really meant to seek an impartial adjudicator in the first place for this specific action,
you shouldn't have rolled the dice for it. It's perfectly fine to decide that a specific action or situation doesn't call for the dice! That's perfectly, 100%, totally and absolutely acceptable--I'm hoping if I add enough adjectives it will come across that I have *NO* problems with deciding that something
just succeeds or
just fails, no dice needed. My problem comes in when you *first* decide the dice ARE needed (which you decide by rolling), and then after, change your mind and decide they AREN'T needed.
I'm cool with negotiating with the DM to determine success without dice. I'm also cool with the DM saying, "Alright, roll for it [implied: because I don't know if this will work or not]." I'm *not* cool with a DM saying, "Alright, roll for it [implied: because I don't know if this will work or not,]" and then *after,* and *because of,* a roll he doesn't like, him secretly thinking "actually I DO know how this will work out."
Horse pucky. If I fudge 2-4 times over a two year period where the game is played weekly, there's no way it happens enough to cause you to be unable make informed choices.
Sure it does. I cannot trust that my awareness of probability, the effectiveness of my abilities, and the mechanics of the world
accurately reflects the situation, because
there is no situation to accurately reflect. The world is retconnable. Constantly, eternally retconnable, according to your tastes. That's not information; that's not even
processable as information. The best I can do is hope I know your mind well enough to predict when you'll retcon the world.
Why on earth would I not use the dice if the speech was that impressive. Sometimes I just want to know the grade of the success with a random roll.
Bit of goalpost-moving, innit? I was speaking strictly of a binary pass/fail check. If you admit grades of success/failure (as in, frex, Dungeon World) then sure you could still employ the dice to determine the "degree" of the result. But for binary pass/fail--which is the most common and default kind of check in D&D--there are no such degrees. You either succeed, or you don't. If you, as DM, are of the opinion that (say) the lockpicking attempt is going to work(/not work), regardless of what a die might say,
why even roll? Just say what happens. Don't waste my time engaging a resolution mechanic you aren't going to use, and don't make me think I need to manage a form of risk I don't actually need to manage.
What if he fudges because he rolled 20s three times already and a fourth time would mean a tpk?I mean, what if he doesn't need to determine an outcome and "drive" his plot in his way?
Firstly, as I've discussed elsewhere at rather great length, the odds of getting that many crits in a single encounter are fantastically low. Even with 30 attacks made by the DM's units (itself a ridiculously large number, if these crits are so bad as to put the party in danger of a TPK), the odds of getting even three(or more) crits is only 6%. For a much more reasonable 15 attacks (assuming 1-3 high-damage enemies over 3-5 rounds), the odds of getting three (or more) crits becomes only 6%. Even if you've already ended up in that highly-unlikely situation, the odds of another crit remain 5%, quite heavily favoring a non-crit. But people have gotten irate at me for throwing numbers into the discussion, so I won't discuss it further than this unless someone specifically asks.
And even if this situation
does arise: the DM can do many other things to "fix" it. Enemy units leave the fight for one reason or another (seek more allies, report an intrusion, some other danger is known or appears, etc.); enemies get cocky and start "playing with their food" (literally or figuratively); enemies "waste" turns trying to bring downed allies back up/"stabilize" them; etc. If another crit might mean TPK,
don't engage the dice until things have equilibrated. You don't want their random influence, so don't engage them.
Also: I completely disagree about the "do something stupid" thing. It's absolutely, completely possible for ANY creature to "do something stupid" and have it be justified in-world. For a dragon especially, "ARE YOU FULL OF FEAR NOW, PETTY MORTALS?" is a perfect justification for strutting its stuff and posturing. Dragons love glorying over the weak (even good ones, they just do it with pedantic 'kindness'). If a dragon is breaking face and kicking butt, already pushing the party to the brink of a TPK, why WOULDN'T it stop to gloat? And if we're talking about a more mindless or conservative creature (I dunno what specifically, but something big and powerful but incapable of "pride" in this sense), generally those only fight because they need to, not because they want to. It might do the "stupid" thing of trying to take one of your companions, unconscious and injured, as "food"--suddenly, the tone of the situation has changed, as now you need to get the animal to drop your friend before it can escape! I'm sure there are several other options (a "noble" enemy stopping to request surrender, perhaps), I slept very poorly last night so my thinkmeats aren't as thinky as they normally would be.
What if he needs only to let the plot continue? Whatever way it may continue... Dices don't care how smart your plan or decision was. Dices just roll.
If a situation arises where randomness isn't desired, don't use it. That simple. If you decide to engage the random system, I genuinely believe you should stick to it. Even if you don't like the results. Because
that's why we use it: to generate situations we don't expect, to give us a chance of results we don't like. Throwing out some of the results because we don't like them invalidates both of those reasons for using it at all.
And yes, this means that I am 100% okay with deciding a pass-fail check simply passes
without rolling, while 0% okay with rolling
and then deciding it passes despite a fail clearly being shown on the die.
Yes, but if the DM is not consistent with his house rules and just changes them on a dime as you seem to suggest, then the rules serve no purpose and should just be gotten rid of. At that point, just DM fiat the entire thing and don't bother with a rules system.
If I'm going to just throw out the rules every time something I don't feel like being bound by comes along, I might as well not be playing that RPG.
....and ignoring a proper, expected, and requested roll because you don't like the result ISN'T "throwing out the rules every time you don't feel like being bound by something"?
