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Cheating and D&D
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<blockquote data-quote="Jeff Wilder" data-source="post: 2400787" data-attributes="member: 5122"><p>As far as I know, nobody at our table cheats. (Almost all of us use 24mm dice, which can be read from 10 feet away anyway.)</p><p></p><p>We do have one player who gets so flustered at trying to add modifiers on the fly that he'll kinda just keep nudging his announced number higher until it "sounds good." He's not cheating, though ... it's just what I said: he gets so nervous about the amount of time he's taking that he blows the addition. He's a tactical idiot, though, so we mostly just shrug. He is getting better.</p><p></p><p>I remember cheating being an issue when I was younger, playing 1E back in the '80s, but even then it wasn't a matter of cheating at die rolls at the table; not that I noticed, anyway. It was more in character generation. As I look back on it I think it's funny how readily we accepted that <em>every character</em> would have at least one 18, possibly two ... although of course it's natural that we accepted it, since we wanted people to accept <em>ours</em>. No fighter <em>ever</em> had less than 18/75 Strength. And at least 30 percent of characters ended up psionic.</p><p></p><p>We outgrew it. I fondly remember playing a module in which we were all 0-level PCs, expected to discover our classes during the course of the adventure, and my (eventual) magic-user's highest stat was a 13. Nobody else was quite so dramatically mediocre, but I'm confident everyone else's stats were as genuine.</p><p></p><p>I personally don't see how adding Hero Points or Action Points or whatever will diminish cheating at the table. If people are doing it infrequently enough that a reasonable Hero Point system would end it, I just don't see that it's a big deal in the first place. My experience with cheaters in non-RPGs is that they don't really do it to gain an advantage ... cheaters will still cheat if they're <em>way</em> out in front in a game of Monopoly, for example. There's something driving it that goes beyond simple success.</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 2400787, member: 5122"] As far as I know, nobody at our table cheats. (Almost all of us use 24mm dice, which can be read from 10 feet away anyway.) We do have one player who gets so flustered at trying to add modifiers on the fly that he'll kinda just keep nudging his announced number higher until it "sounds good." He's not cheating, though ... it's just what I said: he gets so nervous about the amount of time he's taking that he blows the addition. He's a tactical idiot, though, so we mostly just shrug. He is getting better. I remember cheating being an issue when I was younger, playing 1E back in the '80s, but even then it wasn't a matter of cheating at die rolls at the table; not that I noticed, anyway. It was more in character generation. As I look back on it I think it's funny how readily we accepted that [i]every character[/i] would have at least one 18, possibly two ... although of course it's natural that we accepted it, since we wanted people to accept [i]ours[/i]. No fighter [i]ever[/i] had less than 18/75 Strength. And at least 30 percent of characters ended up psionic. We outgrew it. I fondly remember playing a module in which we were all 0-level PCs, expected to discover our classes during the course of the adventure, and my (eventual) magic-user's highest stat was a 13. Nobody else was quite so dramatically mediocre, but I'm confident everyone else's stats were as genuine. I personally don't see how adding Hero Points or Action Points or whatever will diminish cheating at the table. If people are doing it infrequently enough that a reasonable Hero Point system would end it, I just don't see that it's a big deal in the first place. My experience with cheaters in non-RPGs is that they don't really do it to gain an advantage ... cheaters will still cheat if they're [i]way[/i] out in front in a game of Monopoly, for example. There's something driving it that goes beyond simple success. [/QUOTE]
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