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<blockquote data-quote="Clint_L" data-source="post: 9512036" data-attributes="member: 7035894"><p>In my experience, players can usually tell, or at least suspect when you are fudging. Rolling openly raises the stakes and empowers the players, because they know that their choices and their rolls matter, and I'm not going to just set aside the result I don't want to get the result that I do.</p><p></p><p>However, I do reserve the option to overrule a dice role in VERY rare circumstances, and I tell players why (they can see the roll, anyway). The last time I did it was just over a year ago, and a brand new player got hit by a horrendously unlucky critical in his first combat of his first game. It would have insta-killed the character he had spent <em>significant</em> time building, with my assistance, and it was pretty obvious that this was a make or break moment. So I explained to the party that his character should be dead because of the rule, but in this very unusual case we were allowing for divine intervention that saved his paladin at death's door. And then we got into how death saves work.</p><p></p><p>So this wasn't fudging - there was no deception - but it had a similar effect and although I still think I made the right call, I am conflicted about it to this day. To what extent did I limit the impact of future desperate situations on that group of players?</p><p></p><p>This is very much a personal choice, so I'm not saying that fudging dice rolls is wrong. But I am saying that there's a cost to it.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9512036, member: 7035894"] In my experience, players can usually tell, or at least suspect when you are fudging. Rolling openly raises the stakes and empowers the players, because they know that their choices and their rolls matter, and I'm not going to just set aside the result I don't want to get the result that I do. However, I do reserve the option to overrule a dice role in VERY rare circumstances, and I tell players why (they can see the roll, anyway). The last time I did it was just over a year ago, and a brand new player got hit by a horrendously unlucky critical in his first combat of his first game. It would have insta-killed the character he had spent [I]significant[/I] time building, with my assistance, and it was pretty obvious that this was a make or break moment. So I explained to the party that his character should be dead because of the rule, but in this very unusual case we were allowing for divine intervention that saved his paladin at death's door. And then we got into how death saves work. So this wasn't fudging - there was no deception - but it had a similar effect and although I still think I made the right call, I am conflicted about it to this day. To what extent did I limit the impact of future desperate situations on that group of players? This is very much a personal choice, so I'm not saying that fudging dice rolls is wrong. But I am saying that there's a cost to it. [/QUOTE]
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