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As a GM, How Often Do You Fudge Dice Rolls?
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<blockquote data-quote="Jhaelen" data-source="post: 6489821" data-attributes="member: 46713"><p>I'm rolling in the open. I voted 'once or twice', since I remember one encounter in our group's D&D 4e 'role-playing camp' vacation in which I ignored an elite brute monster's rechargeable skill because they party had such an abysmally bad start that anything else would have resulted in a TPK, ending our week of roleplaying early:</p><p>They had decided to squeeze through a crawlspace into a room guarded by several crossbowmen and their berserker leader and failed their stealth checks, so one after another they were first pelted by several bolts before being taken down by the berserker. When they realized their mistake it was already too late to withdraw...</p><p></p><p>Apart from that I'm a firm believer in 'self-correcting party composition', i.e. my adventures tend to use a range of different 'standard' encounters types that each require a different approach and/or skill set to be successful without expending excessive resources. Parties (or more often individual characters) tend to fail (i.e. usually die) until they represent a viable mix of classes and roles that can deal with them.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6489821, member: 46713"] I'm rolling in the open. I voted 'once or twice', since I remember one encounter in our group's D&D 4e 'role-playing camp' vacation in which I ignored an elite brute monster's rechargeable skill because they party had such an abysmally bad start that anything else would have resulted in a TPK, ending our week of roleplaying early: They had decided to squeeze through a crawlspace into a room guarded by several crossbowmen and their berserker leader and failed their stealth checks, so one after another they were first pelted by several bolts before being taken down by the berserker. When they realized their mistake it was already too late to withdraw... Apart from that I'm a firm believer in 'self-correcting party composition', i.e. my adventures tend to use a range of different 'standard' encounters types that each require a different approach and/or skill set to be successful without expending excessive resources. Parties (or more often individual characters) tend to fail (i.e. usually die) until they represent a viable mix of classes and roles that can deal with them. [/QUOTE]
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