Cheating - who cares?

Minor cheatin among friends?

  • Don't Care

    Votes: 53 20.9%
  • Care

    Votes: 187 73.9%
  • Other

    Votes: 13 5.1%

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Jim Hague said:
Let me clarify, since you seem to miss the point - it is not morally acceptable, and doing so is an moral failing. That's pretty well accepted in the Western mode of thought, thus not really subject to debate.
huh? of course it is. IMX many people would find the negative impacts of "full truth" to be far more damaging and hurtful, and thus less morally acceptable, than little white lies, and don't automatically ascribe to this undebatable theory you have.
Jim Hague said:
'Honesty is the best policy,' I believe. It may not be the most expedient policy, but it does wonders to avoid trouble down the road when combined with communication.
I agree, but every policy has exceptions.

There is a VAST WIDE AND REMARKABLE difference between "honesty is the best policy" and "honesty is the only acceptable policy and any violation will be met with the most severe repercussions" which is what "kick the cheaters from the game" and "cheating is totally unacceptable" are saying.

As i have said, i have no desire to condone or endorse cheating, I do consider "don't cheat" to be the best policy, in a general sense. But that doesn't lead me to the extremes you describe.

Jim Hague said:
They're both based in dishonesty, thus being morally and ethically suspect, yes.
you percieve the world much more absoilutist and black/white than do I.

we have little to no common frame of reference here to frame our discussion in.

enjoy your games.
 

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swrushing said:
let me give you one from my own stable of cheating... we are fighting a big beastie. our ranger has been wailing away and taking damage and beaten up by this one bad guy and i get to add my shots to the fray... when my init comes I know from descriptions of the Gm he is nearly gone and in my action i LIE and tell them "ooops i missed" because I know the ranger is next and he will "certainly hit" and if not there are others t cleanup before the beastie... so i let ehr ranger get the killing blow that not only adds to his enjoyment but fits in best with it being "his enemy" kind of story wise. There would be no reason for me IN CHARACTER to not try and kill the beast, but i really don't want to swipe his "kill".

Doesn't affect PCs. Doesn't affect experience? Only make it wrap up a little neater and nicer.

Well 3 things come to mind here.

1) I don't even know if I would consider that situation you describe to be cheating. As far as I'm aware, there's nothing in the books that says that die rolls are used to measure failure. They are used as a means of generating possible success. I would say what you did there is the attack-roll equivalent of voluntary failing a saving throw. But that's my own DM bias showing up I think.

2) Those of us who are against the idea of cheating are most likely (not that I'm going to put words in anyone's mouth) discussing the situation where the cheating is done to gain some sort of advantage. To use a poker analogy, cheating is slipping in an ace from your sleeve, not folding if you have a royal flush.

3) Even considering that the discussion of cheating is not limitied to times where a player fudges die rolls in their own favour (as is the case I would assume most of us are referring to, even the OP... but correct me if I'm wrong), in the situation you present I'm sure there were plenty of actions you could take "legally" in order to accomplish the same goal. I don't know what edition or game that scenario occurred in, but in 3.5 you could have always aided another, held your action or taken a number of different tactics that didn't rely on faking the die roll. And all of these actions can be explained in character.

My counter example would be the following:
In one game the party was hunting down a demon that had previously tortured and maimed one of the PC's (the paladin). When the party confronted the beast melee ensued. On player (someone known to fudge die rolls) realizes the creature is almost dead, and takes a shot. A die roll is fudged, a crit occurs and the creature is dead, right before the paladin would have had a chance to seek justice.

Does it really affect the PC's as a group? The villain is still dead. Does it affect the experience? The wrap up is still nice and neat (demon is dead). I would argue this "minor" fudge ruins the experience for the paladin's player however. Even though it's only one die roll.
 

ThirdWizard said:
Cheating is wrong. AFAIC there isn't much more to it than that. Sure, there are degrees of wrong, but that doesn't ever make it right.

Gratitiously breaking the law is wrong, but that doesn't mean that we have to care about whether the person we're riding with is edging a couple miles over the speed limit. Most of us don't feel a need to mention speeding unless the driver is really out of control. Which exactly corresponds to the way of many of the people here seem to feel; yes, it may be wrong, but it's not worth stressing about.
 

Does it really affect the PC's as a group? The villain is still dead. Does it affect the experience? The wrap up is still nice and neat (demon is dead). I would argue this "minor" fudge ruins the experience for the paladin's player however. Even though it's only one die roll.
Then don't let the other guy kill the demon. It has one hit point left and the paladin gets to swing. I don't have a problem removing hit points every so often if I've misjudged an encounter, or not using the really cool special ability that's going to TPK the group - if it's as minor as "who gets in the final hit" for the resounding benefit of one player to the slight of another who doesn't stand to gain as much I don't see the problem with making a judgement call to sustain the combat a little.
 

swrushing said:
Well lets whip ours out and see whose is longer...

in my 1981-2006... carry the seven... 25 years of GMing, i have seen a fair number of times where players cheated in this manner.

let me give you one from my own stable of cheating... we are fighting a big beastie. our ranger has been wailing away and taking damage and beaten up by this one bad guy and i get to add my shots to the fray... when my init comes I know from descriptions of the Gm he is nearly gone and in my action i LIE and tell them "ooops i missed" because I know the ranger is next and he will "certainly hit" and if not there are others t cleanup before the beastie... so i let ehr ranger get the killing blow that not only adds to his enjoyment but fits in best with it being "his enemy" kind of story wise. There would be no reason for me IN CHARACTER to not try and kill the beast, but i really don't want to swipe his "kill".

Doesn't affect PCs. Doesn't affect experience? Only make it wrap up a little neater and nicer.

But, according to some, I should now hit the f'n door and never return.

yeah, right.

I am not saying cheating is noble... i am saying cheating is sometimes a better choice, just like sometimes lying is a better choice than flat out honesty and not all instances of cheating merit instant dismissal.

Voluntarily taking a worse result than you're entitled to isn't cheating.

Also who said anything about instant dismissal. I'm just saying that as a general thing cheating is bad.

Could there be some conceivable instances where cheating is better than not cheating?
Sure, but those are the exceptions.

Let's turn this around though, let's say you don't like the player of the ranger (for whatever reason). You know he's having a bad night and wants to kill this monster if for nothing other than the morale boost. It's your turn and you take a swing at the monster, you look at your die and see it's a miss, but just so the other player doesn't get the kill you say "hit" and kill the monster. Is this ok?
 
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prosfilaes said:
Gratitiously breaking the law is wrong, but that doesn't mean that we have to care about whether the person we're riding with is edging a couple miles over the speed limit. Most of us don't feel a need to mention speeding unless the driver is really out of control. Which exactly corresponds to the way of many of the people here seem to feel; yes, it may be wrong, but it's not worth stressing about.

A speeder rarely affects me personally if they're only going a little over the limit. This is more akin to the guy in Diablo or an MMORPG who increases his own hit points or somesuch.

When the DM overlooks one guy cheating while the guy beside him never cheats, what does that say? The DM is actively endorsing cheating by not taking measures against it. He's saying to his Players that they should cheat, too. Some people don't want to play in that environment, they want the dice to land where they may. I don't want to play in a game like that.
 

I haven't encountered this problem in my games... :uhoh:

If I did, the conversation would probably go like this.

"Don't cheat."
"Okay."

If this happened repeatedly to the extent my players were being annoyed, I'd have a group discussion which may end in the removal of the player.
 

let's say you don't like the player of the ranger (for whatever reason).
Then what do you care if you harm him? If you don't like someone then you're certainly not beholden to them, or more properly you shouldn't care what they think about you since you don't think very much about them. They become irrelevant in the equation, unless for some reason you want them to like you while you wish to continue to dislike them. In which case you're seeking power over them for whatever reasons, and that alone isn't particularly "nice".

At that point though, I think the real question here is "why do you want to play a game with someone you dislike?" It has to be something concerning the other players unless you've got some urge to find people you don't like and hurt them, and if it's the other players then they should be your sole concern except as their relationship with the guy you dislike impacts your relationship with the others. It's not about "is this ok?", it's about the risk/reward matrix between you and the group.
 

James Heard said:
Frankly I smell an agenda here, with the rather lopsided hammering of points based off of personal interpretations of "moral codes" and a guilt-based rhetoric. Basically, so what you're implying is that if you tolerate cheating you don't have any friends? Get real. That's stupid, illogical, and silly. Here's the kicker: If you know someone's "cheating" and you tolerate it, then they're not cheating. A falsehood that you know to be a falsehood is not a lie, it is a fiction. People tolerate fictions.

I'm sorry, but that's not what I said. Here's a good, solid defintion of 'cheating':

cheat
v. cheat·ed, cheat·ing, cheats
v. tr.
1. To deceive by trickery
2. To mislead; fool: illusions that cheat the eye.

v. intr.
1. To act dishonestly; practice fraud.
2. To violate rules deliberately, as in a game: was accused of cheating at cards.

n.
1. An act of cheating; a fraud or swindle.

It's as clear a definition as we could ask for.

That's a strawman. You're setting up the dictum, "Cheating is cheating is cheating" ie there is no difference between any sort of falsehood whatsoever and then dancing directly over to "this means people get to do whatever they want while other people suffer" with some sort of implication by association that the other players are suffering because someone else is cheating. Unless someone's cheating in a directly oppositional role to another player though, that can't be true except in the most epheremal of contexts. If someone advances without falsehoods before me that doesn't diminish me, and soneone advancing with a falsehood isn't diminishing me unless there is an actual zero-sum competition going on. Since when do you win at roleplaying? You're not penalizing anyone, you're falling into a false logic argument.

See the above. Cheating is cheating, in this context - a deliberate violation of not only the game rules, but those of the social contract, compounded by lying about the act itself. And I already nicely proved that the other players are penalized by someone cheating - they must deal with the results of their honest efforts, while the cheater simply refuses to deal with the consequences. That's not exactly a level, equitable playing field.

No, I'm not. That's a failed logic too. If my neighbor kicks his dog and I don't report it it might mean I'm ethically at fault for not reporting dog-kicking but it doesn't make me a dog kicker. In failing to make a big deal about cheating, similarly, it doesn't mean I've taken a confrontational "screwing people around" stance at all. You're falling back on this notion that it's a zero-sum game again.

What's the quote? I'll paraphrase - "All a cheat needs to damage a game is for those who notice to do nothing." Proven above - a game that isn't a level field for all players within the social contract and the agreed upon rules isn't an equitable game. If you know there's cheating and say nothing, you're lying by omission, thus violating the commonly-held social contract among peers.

If someone is committing a falsehood upon me and I don't know that it's been done I haven't lost anything, because presumably my lack of awareness means that the consequences didn't warrant scrutiny. If someone commits a fiction upon me, a falsehood I'm aware of, then the scrutiny still needs to be upon "what have I lost", "what do I lose if I announce the fiction", and "what do I lose if I don't announce it"? Last, there's the instance where other people are aware of the falsehood as a fiction but I'm not - this is presumably the most damaging case for an authority figure, because it says something about your general lack of awareness and control.

If you aren't aware of it, then you're simply suffering the fallout without knowing why or possibly even that it's happening. In that case, it is lowering the quality of the game as a whole; you aren't a specific target, most times. You lose the equitable game, the level playing field, regardless. The cheat makes the game unbalanced when they ignore, fudge or otherwise perpetuate falsehood, which lowers the overall quality of the game for those who don't exploit an unfair advantage.

What I want to know is: If cheating is lying, and lying is completely and always unacceptable in all circumstances, how someone adjusts this iron-clad resolution with NPCs lying to the party, the assumption of roles, the unfair advantage inherent to one person assuming authoritarial rights over a game, hiding maps, etc. I don't see how that's different from any other fiction, like if Bill says he rolled a 16 to hit when he rolled a 14. I don't see the inherent advantage of calling Bill out and ruining a friendship over it, when Bill's already been telling me he's Raxor the Elf and I've been squeaking out funny voices myself as the Bobbits of Lambchopstown. If Bill kills the orc and Bob is still having fun, how has anyone been harmed?

The violation of trust is bad enough - and you're assuming a false premise, which is that the friendship will be ruined if you call someone on their shennanigans. As for the rest of the argument, see above.

Edit: Removed some content. You're absolutely right, PC.
 
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ThirdWizard said:
A speeder rarely affects me personally if they're only going a little over the limit.

Then you're backing off on "Cheating is wrong. AFAIC there isn't much more to it than that. Sure, there are degrees of wrong, but that doesn't ever make it right."?

The DM is actively endorsing cheating by not taking measures against it.

You can't actively endorse anything through inaction.

He's saying to his Players that they should cheat, too.

No, he's saying that it's not worth a fight about it. You can disapprove of something without fighting every battle.

I don't want to play in a game like that.

I don't like the fact that one of my players lost his character sheet, probably intentionally so he could reroll his stats. But I don't want to lose him as a player, and it's not worth arguing about; I'll just keep better track of character sheets and stats with him in the future. Sometimes you work with what you have, not what you want.
 

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