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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: 6503308" data-attributes="member: 90370"><p>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.</p><p></p><p>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.</p><p></p><p>To sum up:</p><p></p><p>If a PC dies because the player wasn't paying attention: that is exactly what is supposed to happen. If the goalie isn't paying attention, the other team scores. That's how the game works. The possibility of losing creates the incentive to be inventive, alert, and savvy enough to win.</p><p></p><p>If a PC dies (or the adventure otherwise goes somewhere undesirable) because the GM messed up--the GM might fudge to cover it but the important point is for the GM to realize there was a fundamental flaw in how they set up their adventure and never do that again. If it's the combat system--next time have the monsters take prisoners or some other thing that you and your group can handle.</p></blockquote><p></p>
[QUOTE="Zak S, post: 6503308, member: 90370"] 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. To sum up: If a PC dies because the player wasn't paying attention: that is exactly what is supposed to happen. If the goalie isn't paying attention, the other team scores. That's how the game works. The possibility of losing creates the incentive to be inventive, alert, and savvy enough to win. If a PC dies (or the adventure otherwise goes somewhere undesirable) because the GM messed up--the GM might fudge to cover it but the important point is for the GM to realize there was a fundamental flaw in how they set up their adventure and never do that again. If it's the combat system--next time have the monsters take prisoners or some other thing that you and your group can handle. [/QUOTE]
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