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Can the GM cheat?
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<blockquote data-quote="Blackbrrd" data-source="post: 6130963" data-attributes="member: 63962"><p>Yeah, I am not saying you can't play a game where you disregard the dice, I am saying it's something I would avoid.</p><p></p><p>I do think that as a GM, if you are going for a cinematic game where the dice doesn't decide the outcome of a combat (you fudge a large percent of the dice rolls), I think it's better to just skip the dice altogheter.</p><p></p><p>I have played with a couple of DM's that fudge the dice a lot in combat, and I really dislike it. There are several techniques to handle badly created encounters that are much better than dice fudging. This is how I do it:</p><p></p><p>Encounter too easy:</p><p>- Just let the critters die and make the next one harder. Players like to have their characters beat up the mobs.</p><p>- Add a few more HP to the mobs in the encounter (20-50%)</p><p>- Add reinforcements that arrive during the battle</p><p></p><p>Encounter too hard:</p><p>- Let the party suffer a setback, but be a bit lenient with helping them back on track after the combat.</p><p>- Reduce the amont of HP of the mobs in the encounter (20-50%)</p><p>- Have some help arrive in the form of random mobs, NPC's the players helped earlier or the like</p><p>- Introduce terrain effects the characters can exploit'</p><p>- Let the monsters start fighting between themselves, with one side enlisting the help of the PC's.</p><p></p><p>My current DM who does fudge a bit too much actually pulled the: "Help from previously helped NPC's come to your assistance" fudge a couple of sessions ago. I know he did it because we were in trouble, but it was totally plaucible and the player characters were still the heroes and it still felt as our decisions where the ones that mattered.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6130963, member: 63962"] Yeah, I am not saying you can't play a game where you disregard the dice, I am saying it's something I would avoid. I do think that as a GM, if you are going for a cinematic game where the dice doesn't decide the outcome of a combat (you fudge a large percent of the dice rolls), I think it's better to just skip the dice altogheter. I have played with a couple of DM's that fudge the dice a lot in combat, and I really dislike it. There are several techniques to handle badly created encounters that are much better than dice fudging. This is how I do it: Encounter too easy: - Just let the critters die and make the next one harder. Players like to have their characters beat up the mobs. - Add a few more HP to the mobs in the encounter (20-50%) - Add reinforcements that arrive during the battle Encounter too hard: - Let the party suffer a setback, but be a bit lenient with helping them back on track after the combat. - Reduce the amont of HP of the mobs in the encounter (20-50%) - Have some help arrive in the form of random mobs, NPC's the players helped earlier or the like - Introduce terrain effects the characters can exploit' - Let the monsters start fighting between themselves, with one side enlisting the help of the PC's. My current DM who does fudge a bit too much actually pulled the: "Help from previously helped NPC's come to your assistance" fudge a couple of sessions ago. I know he did it because we were in trouble, but it was totally plaucible and the player characters were still the heroes and it still felt as our decisions where the ones that mattered. [/QUOTE]
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