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General Tabletop Discussion
*TTRPGs General
As a GM, How Often Do You Fudge Dice Rolls?
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<blockquote data-quote="Zak S" data-source="post: 6502370" data-attributes="member: 90370"><p>Again:</p><p></p><p>If any of these situations happen--you balanced the adventure wrong by choosing the wrong encounters. Or you are using the wrong ruleset.</p><p></p><p>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.</p><p></p><p>The GM then planned an adventure with the possibility of a certain number of foes being encountered over a certain amount of time. If any possible outcome within that range is not acceptable--they should have written the adventure differently.</p><p></p><p>"Bad luck" is part of the game and the set up. If players are willingly playing D&D it's because they have accepted the possibility of "bad luck" (regardless of their mood). If you want to insulate players from bad luck, do not play a game where bad luck has that much power or do not set up the game such that that many encounters are possible in that amount of time.</p><p></p><p>Players dying because they misjudged an encounter is part of the game. Judging the encounter properly is part of the skill involved in the game.</p><p></p><p>If the GM is doing everything right (giving signals, opportunities for clues, etc) and PCs die because they assumed they were invincible--they're losing because they played D&D poorly. Like in any other game: play poorly and you</p><p>lose.</p><p></p><p>If you don't want the possibility of death in nearly any encounter--play a game that isn't D&D. There are lots of games out there that allow players only to die when they want to or when they're "ready".</p><p></p><p>IF you signed up to play, it means you're ok with 3 kobolds in a row rolling 20s and getting criticals on the same PC. That's baked into the combat system of this particular game.</p><p></p><p></p><p></p><p>This is obviously true.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6502370, member: 90370"] Again: If any of these situations happen--you balanced the adventure wrong by choosing the wrong encounters. Or you are using the wrong ruleset. 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. The GM then planned an adventure with the possibility of a certain number of foes being encountered over a certain amount of time. If any possible outcome within that range is not acceptable--they should have written the adventure differently. "Bad luck" is part of the game and the set up. If players are willingly playing D&D it's because they have accepted the possibility of "bad luck" (regardless of their mood). If you want to insulate players from bad luck, do not play a game where bad luck has that much power or do not set up the game such that that many encounters are possible in that amount of time. Players dying because they misjudged an encounter is part of the game. Judging the encounter properly is part of the skill involved in the game. If the GM is doing everything right (giving signals, opportunities for clues, etc) and PCs die because they assumed they were invincible--they're losing because they played D&D poorly. Like in any other game: play poorly and you lose. If you don't want the possibility of death in nearly any encounter--play a game that isn't D&D. There are lots of games out there that allow players only to die when they want to or when they're "ready". IF you signed up to play, it means you're ok with 3 kobolds in a row rolling 20s and getting criticals on the same PC. That's baked into the combat system of this particular game. This is obviously true. [/QUOTE]
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As a GM, How Often Do You Fudge Dice Rolls?
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