EzekielRaiden
Follower of the Way
The dice coming up as those specific numbers is an uncommon result. That, you are correct, is unavoidable.As I just posted, tonight I saw a series of rolls occur that on average would happen only once in every 1608 attempts. That to me counts as extreme odds.
Extreme results might never happen, You could play all your life and never see that one-in-a-million sequence of rolls someone else saw the second time they played.
But that they might never happen in one's experience doesn't deny the possibility of their happening.
Making that uncommon result be an extreme event within the fiction, however, is NOT unavoidable. That's a choice that is purely elective. Rolling 00 twice on two d100s is a rare event--one in ten thousand!--but it is a designer choice to make that event be super awesome or super awful. It could just be somewhat cooler or somewhat harmful, or just another possibility among many.
No, it isn't. Sorry. You are making mountains out of molehills. I don't accept this argument. "Lower than one-in-a-million" is effectively nonexistent, since this kind of "alright, let's wrap this up, it's done" sort of thing definitely doesn't happen every fight. Let's, generously, say that it's 1 in 10 million, and assume that only, say, one in ten fights even prompts that response. That would mean you'd need to fight A HUNDRED MILLION COMBATS just to see that fluke chance happen once, on average.If before a battle begins that same state exists, where the PCs are at full pop and the enemies are only 10% of what they might have been, then by your own logic (bolded above) it's not a foregone conclusion.
Also, it is never the case that "the remaining combatants cannot possibly do enough damage to take down any PC", because as long as even one opponent remains fighting there is still a chance - however small - that an extreme series of good rolls by it and awful rolls by the PCs will see it prevail. Sure the odds might be lower than one-in-a-million, the point is that they are not zero.
I'm not even sure there have been a hundred million combats fought in 5e. I certainly do not believe that there have been a billion.
Hence, if this is a pattern that would only have deprived around 1-10 people this experience, ever, across the entire ten-plus-year history of 5e? Yeah, I don't really see that as being a meaningful concern. Given it's saving (at least) hundreds of thousands of hours of play-time across all the other cases, yeah, I think that "maybe, possibly, 10 people ever in the whole game got deprived of this experience" is a perfectly reasonable price to pay for nearly everyone getting a significant boon out of it.
Absolutely the hell not. The secrecy is the thing that makes fudging awful and utterly unacceptable. When alterations are made in the open, people have a chance to resist, to dispute, to say "hey, no, I want to play that out" or "yeah, let's just move on, it'd be boring to slog through pointless rolls." In other words, exactly the thing you go on to complain about in just a bit--that the PCs don't get a chance to react. Fudging never gives the players a chance to react. Doing things openly and explicitly not only does do that, it also gives players the chance to evaluate whether the DM really listens when they dispute a choice the DM has made.To me, openly altering the game is the same as secretly altering it: you're denying something the possibility of occurring in favour of something else occurring. Whether or not the players know about it is, for these purposes, irrelevant.
Whosoever said "without any chance given to shoot them as they leave or chase them down or even follow them to see where they go"? Nobody I can see. I absolutely would not ever say that, so I don't know who you're arguing against, but it isn't me.There's a huge difference between having your foes try to retreat from the battle in-character (meanwhile allowing the PCs to react in whatever manner they see fit) and simply declaring "the combat's done, they ran away" without any chance given to shoot them as they leave or chase them down or even follow them to see where they go.
Wrapping up a battle when the result is clearly a foregone conclusion is simply saying, "We could do the tedious bookkeeping, but instead, let's just agree that the obvious result happens and move on to the next interesting thing, unless someone objects." And, naturally, "the next interesting thing" would be (a) determining if anyone managed to run or not, and if so, (b) giving the PCs a chance to follow. If nobody managed to run, then it's a matter of whether the PCs interrogate or just shoot to kill.
You could at least try for a charitable reading, you know...
Again, why are you assuming some diktat from on high, a DM sweeping away any notion of player participation or agency? I have never advocated for anything even remotely like that, and I know you know this. I am if anything rabidly against such behavior, and have gone on record about it several times.As for when the PCs are the ones getting clobbered, the concept of player agency dictates they can make their own decisions as to whether to retreat or surrender or fight to the death or whatever; and if they did decide to fight to the death I assume that would be played out in full in any case, largely in long-shot hopes of that miraculous series of rolls occurring that bails the PCs out.