LordEntrails
Hero
I've not needed to fudge to have that fun etc happen.Yeah. My predetermined outcome being 'the Players have fun, tell a collective story, are challenged and the game doesn't come crashing down to a pointless TPK due to nothing more than naughty word luck'.
You are once again wrong with your assumptions, because you have built up an image of me based upon your erroneous conceptions and misinterpretations of what I have written and chose to interpret everything I write with that bias. It would be best if you just stop the veiled personal attacks, ok?You sound like the sort of dude who would choose to put your group through a book adventure, then when (through no fault of their own) an encounter that they had no say over crushes them (due to bad adventure writing and/or bad luck) you'd TPK them and shrug your shoulders.
You're mixing up the definition of chance. Chance means their is a greater than 0% and less than a 100% probability of something happening. If failure of a plan is not an acceptable option, then DO NOT make a roll for it. If the players plan is so perfect that you are not going to allow a 1 in 20 chance of failure, then don't call for a roll!One could use fudging to enhance the chances of player's clever plan succeeding. Sometimes the players come up with something really smart, but the dice conspire to ruin it. Now such result is fine in my book, but it is also hard to argue that using fudging in such situation to let the smart plan to succeed would somehow diminish the player agency. It only becomes a problem if the GM fudges so that the players win regardless of what they do.
As DM, what ever you decide that acceptable number is for success or failure, you get to set that as the definition of success. So there is no reason to fudge the roll.