Except that it does not do that at all. You can argue deceptive, but to argue that it takes away their ability to play the game is wrong.
But if every rule is "...unless the DM secretly decides to do otherwise,"
you cannot ever learn what you're doing. Every single action's consequences are branded with the caveat "...but what happens might only be what the DM decided to do."
That depends on how important "cool" is to your group.
...actually, it doesn't. "AI" DMs are going to happen eventually, so "cannot be used" seems pretty unrealistic to me.
If the AI has the sensitivity and compassion to actually use the Rule of Cool correctly, it's good enough to be an actual literal person, at which point using it is slavery. Not gonna happen.
I noticed you skipped answering
@Maxperson 's claim that all rules in D&D are rendered meaningless if your stance is true.
Because it was not worth responding to. But yes, I genuinely do believe that a policy of fudging, even for the best reasons, even only extremely sparingly, even only under various other conditions,
genuinely does render the rules irrelevant. The rules don't lead to consequences. DM choices do. Because every single time, every single result has appended to it, "
Unless the DM secretly changed things and won't ever let you find out."
I would say that depends mostly on the degree a given DM finds it warranted to disregard the dice. If it’s 1 out of a million times that doesn’t make the other 999,999 times set dressing.
Even if it is 1 out of a million times,
how can you possibly know? Your "knowledge" of the game is necessarily conditioned,
forever, on the assumption the DM didn't interfere. That the rules were cashing out as you know them. But you don't know that--and you never can. The whole point of actual fudging, amongst other things, is that it is concealed from the players, and great pains are taken to preserve that concealment no matter what. Players must never learn that the fudging occurred, no matter what.
Except this won't always work.
Sure there are a handful of players that pay attention to 'check' the DM......and the rest could not do so if they tried. So the players knowing all the rules does not really help them.
I have no idea what you're trying to say here. The person I replied to spoke of hidden information. That's irrelevant to "checking" the DM.
You can simply not follow the rules and fool, trick or mislead the players.
You have a highly unwarranted confidence that the players are so easily fooled.
However, if the DM is bound both by the rules and the dice, I fail to see a need. I don't need a DM to apologize to me while he's TPKing the party.
Why not? Just because the rules are present does not mean the DM cannot still make mistakes. I would vastly prefer a human being who admits their stumbles and respects me enough to treat me like an adult, rather than maintaining a facade of perfection and infallibility and lying to my face about the times something went wrong. (Which, yes, some DMs outright do that. Matt Colville has explicitly said that he will even go so far as
pre-rolling dice so he can lift the DM screen and show the result if someone questions his fudging.
If you used the dice, and then decided against it,
say that. Or let us know that that's what happened. Easy as pie. Then I, or any player, can
know that we're going off into the wilds, rather than being deceived into thinking that the game is exactly as it's presented.
I need a DM who can read a room and decide it's probably not in the best interests of the game to use the random encounter result he just rolled.
What you described is ambiguous. It may or may not be fudging, because you haven't specified (a) whether the DM keeps this hidden from players, and if so, (b) whether it is meaningfully possible for the players to discover that this occurred. If at least one of those two factors isn't true--
even if the players do not actually find out--then it isn't fudging, and is perfectly acceptable. Laudable, even. Fudging is neither.
Where we might disagree is that I feel no obligation to reveal that in-game explanation to the PCs/players until and unless events within the game tell me to.
As long as they are given a reasonable shot at knowing, I'm content. Often I personally will just say it because that's just how I feel about things, but I don't require that of others. Now, "reasonable shot" (as noted above) needs to not be someone playing sillybuggers: no "well they had a 1 in 2000 chance of finding out,
guess it just sucks to be them!", that's quite clearly not a reasonable shot. But, for example, if the party has a net (say) 85% chance and it just so happens they fall into that 15%...sometimes that stuff happens! Likewise, if they just never think to ask the question, despite the question being quite reasonable and not involving any pixelb#$%&ing, then that's on them. It behooves to err on the side of giving info rather than not, of course, but if you're already meeting them halfway and they just...don't follow through, that's not your fault. (Of course, this is best addressed by looking into
why the players aren't meeting you halfway, but that's a different subject.)
A DM who won’t TPK a party based on their random encounter roll is a DM who lacks the courage of their convictions.
I think you'll find I have a decided excess of courage in my convictions, but I wouldn't do that
