DonTadow said:
Hmmm those instances never happened. As said, I've never known when a DM has fudged a dice (well ecept in my diceless games). But I've enjoyed the games I've been in.
Okay.
DonTadow said:
I love it when a DM trys to make his player happy instead of solve his own board game needs.
And I love it when I sit down with a group of gamers to enjoy a roleplaying game together.
DonTadow said:
What I said was , if i know the players are having an incredibly bad time with the dice and situation I might lower the ac a bit.
It is?
See, I thought you said the following back in post no. 59:
DonTadow said:
If all you have to do is change a 13 to a 15 and you know the results will be a memorable scene for one of your players, why not do this.
So advocating fudging a dice roll was just a hypothetical exercise, then?
DonTadow said:
AS a DM I run the game and that means I need the weapons to maneuver bad situations to give the pcs a great experience.
As GM I develop the campaign-world, the adventures, and the encounters, including the places, the non-player characters, and the critters, and then turn the players and their characters loose. Where a random result is called for at some point in the action, we roll dice, and we interpret the results through roleplaying and in-character description.
Gaming is a shared experience for me, not a power trip.
DonTadow said:
Case in point, i lowered the ac of some creature when the party had an incredibly unlucky time with the last encounter (a bunch of -2 crs whom critted often). I analzyed the following encounter and figured that it wouldn't be fair for the party to have an ac of 27 when the party was struggling in their current condition to get to 25 the way the dice were rolling that nice.
So bad luck has no place at all in the games you play?
"Yay, we win again." *
yawn*
DonTadow said:
The dice are a mechanic of the game, not the game itself.
Without the mechanics, is it still a game?
DonTadow said:
I understand that the game is not controlled by the dm, but guided by him and I dont control everything.
Wha-huh?!?
Now you're just flat-out contradicting yourself: you RUN the game, remember? YOU decide what happens. YOU are the god of your roleplaying world. YOU decide what makes a memorable encounter. YOU are responsible for providing the fun at the table. Any of this sound familiar? Do I need to go back and dig up these quotes, too?
Why the sudden change of heart,
DonTadow?
DonTadow said:
But I have weapons that can assist in dire situations and I use those to produce desired effects when needed.
Like compensating for poor encounter design? Or to protect your plot from the mechanics of the game?
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.
A short quote from the section on "The GM's Best Friend":
d20MCRB said:
Most of the time, favorable and unfavorable conditions arise because of special situations that aren't (and can't be) specifically covered by the rules.
The monster pulling up slightly, losing its footing, or being distracted is covered by the existing mechanics of combat - if the monster misses or the adventurer hits, then those are possible reasons why. Sunder covers damage to armor.
It seems that the only "special situation" here is that you are reducing the challenge in the belief that it adds to the fun for your players.
It also goes on to add the following:
d20MCRB said:
Multiple favorable or unfavorable conditions add up to give a check a total modifier and the DC a final result.
If a circumstance bonus or penalty is warranted, I'll advise the player before the roll is made - that's not the same as deciding after you see the roll to bump it one direction or another.
DonTadow said:
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.
Houserules and fudging are not the same thing - we've already covered this ground, and the footing doesn't get any better by repeating the trip.
DonTadow said:
I'm glad that you're good enough so that your games are static and you don't have to make changes on the fly, but I guess I'm not.
My changes on the fly are reactions to what the adventurers do, not to the results of the dice.
DonTadow said:
My players are constantly changing the battlefield, encounter and the world and I adapt on the fly for that.
Mine too, thank goodness, because the game would be awfully predictable if I could anticipate everything they were going to do.
Of course, in the games I run, the luck of the dice play a part in this process as well - since I anticipate the possibility of weird things happening, I design my encounters to handle stochasticity and therefore there are fewer adjustments needed. Or maybe I just accept that fact that my best laid plans can be sundered and rather than force a correction, I let those events play out.
Improbability Happens.
DonTadow said:
So circumstance bonus's come about at different occasions. If my pc's are creative enough to tell me about a a specific advantage they are trying to make I take a page out of Iron HEroes and make it into a stunt.
I don't need to make up "stunts" - I tell the players to do what they want and we'll find a way to resolve it by using the rules as written or a logical extrapolation where no rule exists.
The
Iron Heroes stunt system was presaged by an outstanding column by Rich Redman on the d20
Modern boards, by the way - Redman's "Notes from the Bunker" article highlighted ways to extend the existing rules to cover circumstances not expressly addressed, such a hockey-shirting an opponent.
Once again, however, this isn't the same thing as turning a 13 into a 15. Houserules are not fudging - changing or ignoring the numbers on the dice is.
DonTadow said:
You kept comparing it to solitaire, which is a game, and can be a competitve game like chess. I could have used solitaire but I wanted some variety. Regardles, its an adversarial game and you did bring up the comparsiion between D and D and SOlitaire.
Wha-huh?!?
Find the quote where I compared roleplaying games to solitaire
or chess.
This bulletin board isn't one of your games,
DonTadow - you don't get to just make things up here when it suits you.
DonTadow said:
I always find it wierd that people will bring up an analogy, and then I prove how the analogy does not apply to the given subject, and then they get upset because I used to analogy to prove the analogy's irrelevance to the thread and say the analogy wasn't fair.
This is nonsense, since I never drew any such analogy, and I'll thank you not to misrepresent me this way.
DonTadow said:
There are two kinds of DMs, those whom hug books fairly close during game play and those whom don't let books dm his games....blah, blah, blah....
There are more than two kinds of GMs in the world - we see a range of opinions in this thread that touch on both ends of the spectrum as well as points in between.
DonTadow said:
A quarterback runs the team on the field....blah, blah, blah....
Why do you keep resorting to analogies? Why can't you just talk in terms of playing roleplaying games?
As soon as I saw the quarterback thing again, I stopped reading that paragraph, so please forgive me if I just move on....
DonTadow said:
So what kind of DM are you? It sounds like you're on the other end of the spectrum, you refuse to allow a story effect the precious worshipping of the dice. Chance states this and thats whats going to happen is what I"m hearing, whether its fun for your players or not.
How do I GM roleplaying games? I create a setting and a campaign and adventures, I roleplay the non-player characters and critters, and I adjudicate the rules of the game. I try to make the setting an immersive, interactive environment, the campaign and adventures exciting and engaging, and the non-player characters three-dimensional figures with goals and a place in the world, who act and react in response to the player characters and the events of the game.
When the dice aren't on the shrine in our living room, resting on a gold tray placed on a purple velvet cloth, surrounded by flickering votives and wreathed in incense, I use them to generate random numbers that may determine the success or failure of an action where appropriate.
The story is what happens
after the actions are spoken, after the dice are rolled, not before.
Are the players' characters allowed to fail in my games? Yes. Is that fun? It depends. A character death, for example, may be moving, or it may be bittersweet, or it may even be frustrating. To the extent that I'm willing to accept any of those emotions, rather than manipulating the players toward one outcome and one outcome only, then yes, I'm okay if the game isn't 'fun' sometimes.
It helps that I play with adults who understand that a roleplaying game doesn't follow a script, that success and failure are both possible, that sometimes the heroes lose. The fact that there is a chance of failure, of meaningful consequences, makes their successes sweeter, makes the challenges more intense.
My goal isn't to create a good story - it's to provide an exciting experience. If I succeed, a good story is the inevitable byproduct.