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Cheating - who cares?
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<blockquote data-quote="The Levitator" data-source="post: 2818764" data-attributes="member: 40099"><p>I voted care because it's a game of chance and my group feels it should be played that way. If you are just going to allow people to use whatever numbers they see fit for the situation, why not go totally diceless? I've talked to a couple of DM's who use no form of random number generation and they seem to really like it. Granted, their groups are comprised of good friends who are basically all on the same page. As much as I love the roleplaying aspect, I still love the GAME aspect of D&D. Isn't the whole point of spending hours and hours generating statistics and selecting skills and feats a little bit reliant on chance and statistics? Why would 1 player spend a bunch of time developing the best character he can when the player next to him can just use whatever numbers suit them for the moment? We don't have any problems with it, because I use DM Genie and we play diceless, allowing DM Genie to make all the rolls. Not only does this help hide the mechanics so that we can focus on the story, it pretty much eliminates cheating on both sides of the screen. My feeling is, as long as everyone is held to the same rules, then there shouldn't be a problem. If you are going to let one player or the DM cheat, then let everyone cheat. That way, nobody feels left out, as they have the freedom to fudge rolls like everyone else. If you aren't going to allow cheating, then don't allow any kind of cheating. Games have rules for a reason. If you are going to change the rules by allowing fudging, I would just make sure that everyone gets to play by the same rules and then I don't think you will have a problem. </p><p></p><p>Just because a group allows fudging doesn't make them a room full of cheaters either. If they agree that fudging rolls is acceptable, then it's no longer cheating. As long as they are all playing by the same set of rules, everyone should be happy. Some people just don't really care about the numbers, and there's nothing wrong with that, as long as EVERYONE in the group feels the same way. A player who plays by the rules probably won't enjoy playing with a group who fudges rolls. A player who fudges rolls probably won't enjoy playing with a group who plays by the rules. The key to a good group is discussing the paramaters and acceptability thresholds beforehand and find a system that workds best for the whole group.</p><p></p><p>I don't think there is necessarily an absolute either way. The group needs to decide for themselves how they want to play the game as a group and then stick to that decision.</p></blockquote><p></p>
[QUOTE="The Levitator, post: 2818764, member: 40099"] I voted care because it's a game of chance and my group feels it should be played that way. If you are just going to allow people to use whatever numbers they see fit for the situation, why not go totally diceless? I've talked to a couple of DM's who use no form of random number generation and they seem to really like it. Granted, their groups are comprised of good friends who are basically all on the same page. As much as I love the roleplaying aspect, I still love the GAME aspect of D&D. Isn't the whole point of spending hours and hours generating statistics and selecting skills and feats a little bit reliant on chance and statistics? Why would 1 player spend a bunch of time developing the best character he can when the player next to him can just use whatever numbers suit them for the moment? We don't have any problems with it, because I use DM Genie and we play diceless, allowing DM Genie to make all the rolls. Not only does this help hide the mechanics so that we can focus on the story, it pretty much eliminates cheating on both sides of the screen. My feeling is, as long as everyone is held to the same rules, then there shouldn't be a problem. If you are going to let one player or the DM cheat, then let everyone cheat. That way, nobody feels left out, as they have the freedom to fudge rolls like everyone else. If you aren't going to allow cheating, then don't allow any kind of cheating. Games have rules for a reason. If you are going to change the rules by allowing fudging, I would just make sure that everyone gets to play by the same rules and then I don't think you will have a problem. Just because a group allows fudging doesn't make them a room full of cheaters either. If they agree that fudging rolls is acceptable, then it's no longer cheating. As long as they are all playing by the same set of rules, everyone should be happy. Some people just don't really care about the numbers, and there's nothing wrong with that, as long as EVERYONE in the group feels the same way. A player who plays by the rules probably won't enjoy playing with a group who fudges rolls. A player who fudges rolls probably won't enjoy playing with a group who plays by the rules. The key to a good group is discussing the paramaters and acceptability thresholds beforehand and find a system that workds best for the whole group. I don't think there is necessarily an absolute either way. The group needs to decide for themselves how they want to play the game as a group and then stick to that decision. [/QUOTE]
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