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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Ovinomancer" data-source="post: 7569695" data-attributes="member: 16814"><p>I disagree, here. Fudging dice rolls is essentially ignoring mechanics to supply your desired outcome, but this kind of bad play isn't limited to the GM. It's just that we tend to call fudging by players "cheating." I don't think conflating fudging die rolls with DM-centric adjudication of player actions is at all useful or illuminating -- you're just adding an additional facet, not clarifying.</p><p></p><p>Again, the "Rule 0" of D&D is that the DM is always right, and that extends over the combat pillar as well. It is within the rules for a DM to override a player combat action just as much as in the social pillar. Again, the as-played version affords much more latitude to players for action resolution in combat, so this kind of overruling is rare (probably due to D&D's wargaming roots). In fact, I'd say that it revolves mostly around the same issues as in the social and exploration pillars, in that the fiction prepped but not yet revealed to players is tge primary vector for overruling. Like using fire spells on a Death Knight, or falling victim to a trap not yet detected while in combat.</p><p></p><p>Appropo of nothing in particular, apologies for my atrocious spelling errors in recent posts. I'm on my phone and posting quickly.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7569695, member: 16814"] I disagree, here. Fudging dice rolls is essentially ignoring mechanics to supply your desired outcome, but this kind of bad play isn't limited to the GM. It's just that we tend to call fudging by players "cheating." I don't think conflating fudging die rolls with DM-centric adjudication of player actions is at all useful or illuminating -- you're just adding an additional facet, not clarifying. Again, the "Rule 0" of D&D is that the DM is always right, and that extends over the combat pillar as well. It is within the rules for a DM to override a player combat action just as much as in the social pillar. Again, the as-played version affords much more latitude to players for action resolution in combat, so this kind of overruling is rare (probably due to D&D's wargaming roots). In fact, I'd say that it revolves mostly around the same issues as in the social and exploration pillars, in that the fiction prepped but not yet revealed to players is tge primary vector for overruling. Like using fire spells on a Death Knight, or falling victim to a trap not yet detected while in combat. Appropo of nothing in particular, apologies for my atrocious spelling errors in recent posts. I'm on my phone and posting quickly. [/QUOTE]
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