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<blockquote data-quote="Helldritch" data-source="post: 8135476" data-attributes="member: 6855114"><p>I stopped rolling behind a screen a long long time ago in a far far .... ahem... (watching too much SW with my wife...)</p><p>Back on topic.</p><p>I never fudge. I never change any roll. I have a few screens around me (not in front of me) for a quick reference and everyone see every single rolls.</p><p>If a dragon comes up in an encounter, so be it. But the dragon might feel generous, especially if flattery is used on it. "Give me your valuables and magical items or else. Hooooo nice horses, i'll take them too. They'll make a good snack. And never come back this way again."</p><p></p><p>My players learned a long time ago (or learn very fast) that not every challenge can be won. Sometimes, the heroes die. Sometimes they are defeated but live to fight another day. And this is what is important. Knowing when to retreat. The vilain might defeat them, but that is where the "narrative" plot can shine. Who never read about the daring prison escape? Who never read about the vilain ranting about his plans!</p><p></p><p>A group can be TPK, it only forces the DM to bring them back in an unexpected way. A friendly group of NPC can recover their body and bring them back to life. A guard they had spared might open their cells for them to escape just to payback his debt. Possibilities are endless. No need to fudge.</p><p></p><p>As a player, I hate it when I have the feeling that the DM is fudging. Whether it is in my favor or not. I prefer to build a story with what fate gives me than having to follow the story a DM has written. Fudging make me think, as a player, that the DM is forcing "his" story upon. Whereas a DM that do not fudge, builds a story with his players.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8135476, member: 6855114"] I stopped rolling behind a screen a long long time ago in a far far .... ahem... (watching too much SW with my wife...) Back on topic. I never fudge. I never change any roll. I have a few screens around me (not in front of me) for a quick reference and everyone see every single rolls. If a dragon comes up in an encounter, so be it. But the dragon might feel generous, especially if flattery is used on it. "Give me your valuables and magical items or else. Hooooo nice horses, i'll take them too. They'll make a good snack. And never come back this way again." My players learned a long time ago (or learn very fast) that not every challenge can be won. Sometimes, the heroes die. Sometimes they are defeated but live to fight another day. And this is what is important. Knowing when to retreat. The vilain might defeat them, but that is where the "narrative" plot can shine. Who never read about the daring prison escape? Who never read about the vilain ranting about his plans! A group can be TPK, it only forces the DM to bring them back in an unexpected way. A friendly group of NPC can recover their body and bring them back to life. A guard they had spared might open their cells for them to escape just to payback his debt. Possibilities are endless. No need to fudge. As a player, I hate it when I have the feeling that the DM is fudging. Whether it is in my favor or not. I prefer to build a story with what fate gives me than having to follow the story a DM has written. Fudging make me think, as a player, that the DM is forcing "his" story upon. Whereas a DM that do not fudge, builds a story with his players. [/QUOTE]
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