FireLance
Legend
You say that like it's a bad thing.but... always allowing PCs to win, even when their dice say the opposite, leads to them doing insane impossible stuff all the time.

Yeah, yeah, YMMV, etc.

You say that like it's a bad thing.but... always allowing PCs to win, even when their dice say the opposite, leads to them doing insane impossible stuff all the time.
It's more like "things that don't bother you until after the show" (or in this case, game).I've never heard this term before, but I like it. It's evocative of guys gathered around the fridge rehashing what should have happened after the fact--after it's too late. Is that correct?
That's fudging? I thought fudging was changing something; he just gave him a roll to save his life, a roll supported by the written rules at least one edition of D&D.
Since this was a 4E game, it's just an application of a 4E rule. If you're pushed or somehow moved in such a way as to cause you to fall over an edge, you get a save to fall prone at the edge rather than falling. The unusual thing is that the DM set a DC for the save, which means it wasn't a "save", per se.Anyway, if allowing an extra roll to avoid an expected outcome isn't fudging, what is? I take it there's been a recent thread on this from what others say, maybe I should take a peek.
Yet you don't believe that "fudging" in favour of the PCs is cheating and you advocate its use. My mileage certainly does vary.Read again what Wolf1066 said regarding fudging in the favor of NPCs - that's what I'm quoting and talking about in the post you're responding to. I consider fudging in the favor of NPCs cheating and avoid it at all costs. YMMV
Perhaps you could read again what I wrote about "near misses" cf "way outta the ball park", how there has to be a "rational reason" for either to have the extra roll, the difference between a near miss on a called body location cf a near miss on the character and how the "rules" apply to both sides equally - PCs and NPCs alike.I'm not against changing a result now and then to smooth play in the players' favor, especially if they've been playing well.
Yeah, snapping a staff of power even moreso. D&D isn't quite as gonzo cool as Arduin Grimoire or Rifts, but it's not far off.
That actually doesn't sound like it has any bearing on the situation - the 3.5 rule quoted elsewhere sounds closer in spirit and letter.Since this was a 4E game, it's just an application of a 4E rule. If you're pushed or somehow moved in such a way as to cause you to fall over an edge, you get a save to fall prone at the edge rather than falling. The unusual thing is that the DM set a DC for the save, which means it wasn't a "save", per se.