D&D General How do players feel about DM fudging?

How do you, as a player, feel about DM fudging?

  • Very positive. Fudging is good.

    Votes: 5 2.7%
  • Positive. Fudging is acceptable.

    Votes: 41 22.4%
  • Neutral. Fudging sure is a thing.

    Votes: 54 29.5%
  • Negative. Fudging is dubious.

    Votes: 34 18.6%
  • Very negative. Fudging is bad.

    Votes: 49 26.8%

  • Poll closed .
I don't think I've ever tried to impress the DM, and hope my players have never approached the game in that way. It's an idea that never occurred to me and seems odd to me.
But do you get how you talking about players having a "seemingly good plan" amounts to that? Good by whose standards? Since this is in the context of dice-fudging, then this isn't about some random NPCs thinking it's a good plan. That's the GM's call. Which means you're talking about a plan being good by the GM's standards, meaning they're essentially pitching you, the GM.

It feels like the whole party dying because someone rolled four 1s in a row (or whatnot) doesn't necessarily help get what some people want either. Of course some games have lots of ways to avoid this (nothing but fail forward, not dying at all unless they've agreed to it, whatnot), those aren't standard things in D&D though.
It's true, D&D doesn't provide those options, at least not in RAW. Which is also why I think D&D inherently primes the pump for dice-fudging, at least compared to some other games.
 

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So has discriminatory behavior. Racism, sexism, etc has been part and parcel of society since history began. But it is no longer considered acceptable. Human society is changing, and growing, and hopefully become better for it I hope the RPG community can do the same.

Mod Note:
So, now you're equating fudging at the gaming table with the oppression of racism and sexism.

This hyperbole is a step too far. Those are real problems in the world. You are trying to wrap your opinion on how we should pretend to be elves in the real world harm done to others. That is unacceptable.

You have lost a sense of proportion, and are now done in this thread.
 

It feels bizarre to me to lump together "not wanting the character/party to die due to a string of 20s or 1s in spite of their having a seemingly good plan" and "DM railroading to get a particular story regardless of what the players want" as a single thing. As always YMMV.
I didn't. The story wanted here was to see these characters continue. The game said they die, the GM chose the story they wanted. Nothing here requires railroading.
 

I disagree. Players in the old days could enter a dungeon with 1 hp. Tripping on stairs could kill you with that. Groups that didn't fudge at all would have players come to the table with binders full of back up characters, or Bob the 2nd, 3rd or 4th. Players sometimes never even named their characters until 2nd or 3rd level. Following the early rules the magic user rolled for their spells. You could start off with 1 hp and a detect magic. Tables where there was no fudging went through a lot of characters causing many players to quit the hobby or look for a less harsh DM.

There was a lot of fudging going on in the early years of D&D. It was way too easy to die, even if you were careful and avoided fights.
I'm not at all sure what you're disagreeing with here. I said people used fudging to tell the stories they wanted rather than the ones the game delivered and you're here telling me that the game delivered something you didn't want, so you experienced fudging to get to the story you did want. I mean... are you actually disagreeing?
 



Ok, guess fisking is the proper way to respond to this.
The GM can choose to kill characters at any time, for any reason. Is this expected? The GM can choose to tell players that every single thing they try to have their characters do fails, and describe humiliating results. Is this expected? Frankly, stepping a bit outside the rules, the GM can be a complete monster and verbally abuse the players with no provocation. Is this expected? If the test of expected is that it might happen, then congratulations, you've just made discussion of anything about the game pointless, because so much is now expected.

So, just to be clear here. You are equating changing a single die roll result to auto killing a PC? To automatically failing every single check that a player could make? I just want to be absolutely clear that this is the comparison you are making.

It's not needed at all, and, frankly, most of the rough edges aren't player facing because they exist in adventure and encounter design. Just check the boards for the perennial topics and you'll see this.

End result of what? The only things I had in the post is the GM fudges or the GM doesn't and the latter doesn't do the same as the former. I'm assuming you're reaching back to reroll mechanics, here? That's been thoroughly contested and you haven't yet addressed those counter points, you just keep saying the thing contested. To sum up:

You're committing the inform logical fallacy of a false equivalence. You note that since reroll changes the rolled value and that a fudge also changes the rolled value that these are therefore the same thing. This ignores quite a lot. Firstly, when you reroll, you replace the 1st rolled value with the 2nd rolled value. Both are fairly rolled, both have the same chances to succeed or fail. With fudging, there is no fairly rolled replacement -- the GM determines the outcome that they want, then, if necessary, arbitrarily selects a value and pretends that it was rolled. The method is different.
Nope. This is false. There are numerous reroll mechanics where the better of two results are chosen. There are also numerous mechanics that simply change the target number needed - Shield being the clearest example of this. So, no, you do not always replace the first roll with the second.

Secondly, a reroll exists within the ruleset.
Just like fudging.
The rules tell you when to apply the reroll and how to apply the reroll.
Just like fudging - although, to be fair, the when and how are largely left up to the DM.
Fudging is discarding the rules in favor of the GM's whim (you can call it judgement, if you'd prefer, but it's still arbitrary). This is the difference between following the rules of the game and breaking the rules of the game. Even if you lean on the discussions across editions on fudging (which is entirely missing in 5e except for the one blurb that talks about how hiding dice rolls allows the breaking of the rules, nothing on when, how, or why to fudge) it is explicitly presented as the GM using their position and secret rolling techniques to break the rules of the game in pursuit of some other goal. This is also often recommended within these same discussions to keep the fudging secret, so the breaking of the rules should be done secretly -- the exact opposite of a reroll.

No, the same thing is not done. You're moving to the conclusion and assuming that the end solely justifies the means. That a reroll cannot force the same end while fudging always does is a third point to consider -- one is a chance to change the first rolled outcome, the latter is a guarantee to do so.
Except when there are numerous mechanics that change the first rolled outcome flat out. Which you seem to be continuously ignoring for some reason that I cannot quite understand.

But, yes, I do agree that I'm moving to the conclusion. I'm not sure where you are getting the notion of "justification" from though. It's not about justifying anything. I don't have to justify anything. It's right there in the rules. As far as I'm concerned, there just isn't really any difference. In both cases, the results are altered after the fact. And, realistically, the player side mechanics are far, far more used than DM fudging. I seriously doubt that any DM fudged every single encounter. But, there will be reroll style mechanics used every single encounter. Making it player facing simply made it a LOT more common in the game.

And, that's fine because the player side mechanics are generally quite fun. So, great. It's a better idea. Moving fudging from behind to the DM's screen to the player's hands has certainly resulted in a better game, IMO. I'll not argue that it's worse.
 



Oh, by the way, since we all want to bring up actual quotes, here's the quote from X59 of the Moldvay Expert rules:

"But I rolled it!" A common mistake most DMs make is to rely too much on random die rolls. An entire evening can be spoiled if an unplanned wilderness encounter on the way to the dungeon goes badly for the party. The DM must use good judgment in addition to random tables. Encounters should be scaled to the strength of the party and should be in harmony with the theme of the adventure.

So, yeah, fudging was part and parcel to the game since day 1.
 

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