Flexor the Mighty! said:
I agree. There is a large difference between a DM fudging the dice for the sake of a campaign, and a player cheating on their dice rolls to change the outcome of their actions. DM fudging is a sanctioned part of the game and is referenced as a tool just about everywhere gamers gather.
In the last major campaign I ran we had a player who cheated her dice rolls obsessively. She bought those super small dice which you can't read from across the table, and would roll them and snatch them up fast and announce the results (always positive). A few players noticed this, watched her roles, caught her cheating, and brought it to me as the DM.
The players were not spitting blood, but they wanted something done. A part of the problem was that her boyfriend (a good friend of mine) was in the group and I didn't exactly want to put him in a pickle.
My short term solution was pretty simple. I used DM fudging to make everything she went up against harder than it was for the others. Raise the AC, or DC, hit her a few more times in combat, etc. Worked OK, but then one of the other players found the best solution. He found a very cool dice bowl for rolling where you dropped the dice into a skull and they spilled out into a rolling field. I mandated that everyone used this bowl for all public rolls, and put it in the center of the table.
Problem solved without causing any social discomfort for my friend.
I'll also say that after she got comfortable with letting the dice fall, it was never a problem again. I swear by the 'dice box' at the table. Throw it out, tell everyone to roll in it, and there is no chance to cheat for the cheaters -- and the other people don't care either way because they are not affected.
Yes, there are other ways to cheat, but the dice box ends one quickly.
