Even though I don't "fudge" dice rolls doesn't mean I'm a "GM vs PCs" type of GM, and I think the same goes for (nearly?) all other "non-fudgers".
Why do people think that because death can happen to PCs that the GM is aiming for it to happen?
More often than not, when things go bad, it's not
only because of dice rolls. Sure, the troll can crit, and maybe twice or more, but how likely is that? More often than not the players choices favor a bad result when PCs get killed.
But even when they didn't do anything wrong, it's fine by me that there's a chance that they won't succeed anyway, because, well, such is live. My players know that, and as a result every fight - and every social interaction - is exciting. They know they can die, and they know it can happen in a pointless non-heroic situation. The PCs aren't demi-gods who merely need to wish to succeed. Fights, especially those to the death, are dangerous.
My players not only want to have fun at the gaming table (who doesn't?), but they want to feel that they've accomplished something after the session ended. If I "fudged" the rolls and rules it'd be me, the GM, who accomplished something for them - that's not what they want.
And the "story" goes on regardless, just not as planned by the all-mighty GM. The players' actions determine where the game's headed. Just because I think that a specific outcome would be the greatest way to proceed the "story" means I'll force that outcome to become reality.
Btw, "fudging" isn't a very good word for this, IMHO. "Fixing" would be more appropriate.
swrushing said:
of course, i could just start each session with a d1000 roll and if a 666 comes up tell everyone "new campaign. bring new characters next week" but i just don't think that would be as fun.
Alternatively, you could give the players handouts at the start of the session detailing the story, and say: "See you next week"

I'm not implying that your games are like that, but please don't imply that my games are like rolling a dice.
DonTadow said:
IN the DMG, it specifically says that dms have the power to provide bonus and minus circumstance bonuse's when they believe the situation deems so. And thats what I do when A add one or two to a dice roll. The monster may have pulled up slightly or been distracted by his own previous blows. He may have lost footing as he plunged deeper. THere may be tears on his armor reducing his effective ac. ...All that is right there in the DMG. Now, as for houserules, well they aren't in the DMG. To arguie against this fudging (which again is a misappropriate word) is to argue against the Core DMG.
If you assign the bonus or malus
before the roll that's fine. That's your "job" as a GM. Doing the same thing
after the roll because the player rolled one or two points less than she needed is cheating - both you and your players. Why do you let your players roll the dice in the first place, if you adjust a bad roll?
Lord Mhoram said:
I tend towards the fugding side of things, and part of the reason is that my games run long, and everyone expects them two. My last three games lasted soemthing on the order of 8 years (or more) each. In general with the same characters throughout the entire run. At that point a bad die roll causing death (and when I say death, I mean not coming back at all) isn't a good game, it is irritating to the player who has spent so many hours, months and years with that character. And when someone spends 20 hours fiddling with a character to make him just right, with the idea that this guy will be the players alter ego for the next 5 years, killing that character early on has the same problem.
GMs don't kill PCs. Circumstance kill PCs.
My games are long-running campaigns too. But a player who's so attached to a single character that she'd leave the campaign because that player died (and, as stated above: death, while not frequent, can happen, period).
Somehow I get the feeling that in a campaign of immortal PCs you don't need a game system at all - and you don't even necessarily need a GM. Just meet with your fellow players, and tell the story you always wanted to tell
swrushing said:
Again, since so many seem to maybe not get it, there is often more meaning to a die roll than its most extreme result. Deciding to drop the most extreme result doesn't equate to throwing away all the other bits you get from it.
Make it a house rule, then: Orcs armed with axes can't score critical hits.
I don't understand why you play by a rule you obviously don't like. Change it (and let your players know about it).
Here's a hint: axes aren't a GM's friend. High crit modifiers (x3 or x4) are bad news for PCs (because, sooner or later, they'll score a critical hit). A good GM knows this before the game starts, and plans accordingly:
a) change the rules (great axes have the same stats as greatswords; no critical hits in my game; critical hits can't bring a PC below -9 hp; ...)
b) don't use axes, or use them only sparingly
c) go with it
Your choice.
In my game, it's perfectly acceptable that the orc's greataxe chopps the PC's head off. Axes are mean - as are most weapons. They are used to kill people, that's what they are made for.
And what about the other way round? The PCs confront the BBEG, who's got an escape plan: if things go bad, he'll flee. But the fighter's axe scores a critical hit, killing the BBEG instantly. Do you "fudge" that too and let him escape regardless? Because that's what was "supposed" to happen?
I'd roll with the punch. The campaign goes on, even if the party killed the BBEG "before his time".
DonTadow said:
Regardless of how you like to word it, or make yourself feel good about it, you cheat everytime you change a rule.
Uh, no. If I change a rule prior to the game, it's not cheating. Everyone knows the rules, and everyone knows the changes.
If, OTOH, I change the rule
on the fly, you're right: that's cheating.
swrushing said:
Most of the people i game with like to watch the whole movie, read the whole book not get about 2/3s thru and have it stop there.
Most people I game with like to watch the whole movie when we're watching a movie. And they want to roleplay when we're playing RPGs. They do not want to be part of a live-action re-enactment of someone else's movie script.
Note that I didn't say that your games are like that
Lord Mhoram said:
On the other hand, if the dice are all that matter, as opposed to plot, story and character, then why not just play Magic: The Gathering or the D&D Mini game. Same thing. It's just tactics and randomness.
Who ever said that "dice are all that matter"?
I don't want my players to die (as opposed to: I want to win at M:tG or the D&D MG), but it may very well happen - because I don't want them so survive no matter what either.