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Can the GM cheat?
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<blockquote data-quote="Kingreaper" data-source="post: 6124024" data-attributes="member: 83870"><p>I think if you want that kind of narrative, you'd be better off finding a mechanical way to support it.</p><p></p><p>Instead of fudging dice yourself, give the players some agency by letting them spend "story points" to reroll things, which are earnt by them roleplaying. Make sure you create the situation where Jackson's knowledge is invaluable, so that Teal'C and O'Neill don't just steal the show: and then let Teal'C and O'Neill take charge in combat.</p><p></p><p>Make "out of HP" not the same thing as dead, so that the non-combatants don't have to be saved by fudging, they just lose something if they fall in battle; maybe they're seriously wounded, or captured.</p><p></p><p></p><p>Fudging dice is a blunt instrument, and when used often it's bound to cause resentment eventually "you let me fail at that roll? Really? But it'd be so cool if I succeed" or "Why does he get to be the one who succeeds at picking the lock?" etc. </p><p></p><p>You're essentially removing the dice, and taking all the power into your own hands. You need to learn to achieve your goals using subtler tools.</p></blockquote><p></p>
[QUOTE="Kingreaper, post: 6124024, member: 83870"] I think if you want that kind of narrative, you'd be better off finding a mechanical way to support it. Instead of fudging dice yourself, give the players some agency by letting them spend "story points" to reroll things, which are earnt by them roleplaying. Make sure you create the situation where Jackson's knowledge is invaluable, so that Teal'C and O'Neill don't just steal the show: and then let Teal'C and O'Neill take charge in combat. Make "out of HP" not the same thing as dead, so that the non-combatants don't have to be saved by fudging, they just lose something if they fall in battle; maybe they're seriously wounded, or captured. Fudging dice is a blunt instrument, and when used often it's bound to cause resentment eventually "you let me fail at that roll? Really? But it'd be so cool if I succeed" or "Why does he get to be the one who succeeds at picking the lock?" etc. You're essentially removing the dice, and taking all the power into your own hands. You need to learn to achieve your goals using subtler tools. [/QUOTE]
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