I don't fudge and roll out in the open. But games a far from perfect and I also make mistakes. I'll change rules as needed, but is that a kind of fudging. I'm not sure, I like letting the dice as rolled stay. Just, sometimes I'll decide things that may mean no dice are needed.
Not having the sense to run away from a fight that isn't going well is a problem with the player, not the adventure, the GM, or even whether or not the GM fudges.
Unless the GM has cruelly closed all possible escape routes, or blocks them as soon as you get to them.
To me that's like saying you went to play baseball but when the pitcher struck you out you were like "Hey! Wait!" Like, this is what the game is largely about: your ability to hit the ball. D&D is, as a skill, about risk management, paying attention to the situation, tactics and strategy, thinking ahead. There are tons of other fantasy RPGs that aren't and won't punish you for just showing up and ignoring what's going on if you're not into that.
As for the whole "insulating from the GM's mistake" issues--yes, that's what I said above: if you find yourself fudging, realize it's because you, the GM, made a mistake in how you set up the scenario and do a better job next time. Never include an encounter that can create an outcome your group doesn't want.
as a side note, there's been threads here about how D&D sucks for "running away" in that the movement rules usually don't make it likely the party will get away, thus the party concludes they have to duke it out until the bloody end.
For some campaigns, a bloody end is acceptable, even if it is frequent.
For others, that might not be. And with a little bit of fudging, the design flaw in D&D is easily bypassed.
Over the last 20+ years, my posse has run a wide variety of campaigns using D&D. it works just fine, even with a variety of play styles. Some times we run it strict "dice as they lay" for a grittier, tactical feel. other times, there's a healthy dose of fudge served to keep the story wheels running for most of the PCs to make it to the end.
We're not using the wrong ruleset. We're not playing wrong.
In fact, our 20+ year track record is a testament to the versatility of the ruleset. By turning on/off fudging on the GM, and a few other tricks, we've had heap loads of fun without having to buy and learn a hundred different games because we wanted the next campaign to be different from the last one.
Again with the baseless accusations. I've already reported your hostile tone once. Now it looks like I have to do it again.
I think if you do fudge, it's just important to realize that you did because you were using a rule that included a result that wasn't actually one of the results you wanted in that situation.
So: if you fudge, it means you probably wanna rewrite that rule or not use that rule in that situation, so next time you won't have to fudge.
Likewise, 8 points being perfectly fine doesn't mean 8 points 5 times in a row is perfectly fine.Zak S said:If you think 8 points of damage is a "mistake", you shouldn't have had a monster swinging a weapon that did d8 damage in the first place.
I usually think I'm doing pretty good when an RPG system does a few things I want well, much less "every single element and probability of the game is what I want".Zak S said:The players presumably showed up to play a game where the monsters have an x chance of hitting them and (once they hit) have a y chance of doing z damage. Any outcome in that range should be acceptable to them or they should be playing a different game.
I usually think I'm doing pretty good when an RPG system does a few things I want well, much less "every single element and probability of the game is what I want".![]()