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General Tabletop Discussion
*TTRPGs General
Dealing with Player Cheating
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<blockquote data-quote="atom crash" data-source="post: 1957369" data-attributes="member: 22162"><p>I occasionally DM a game for my 12-year-old nephew and some of his friends. I suspected one of the players of cheating on his dice rolls, and it frustrated* me to the point that I didn't want to run that game anymore. He always seemed to roll in the mid-20s, whether it was for an attack roll or a skill check. His initiative scores were always right around 20. And I was afraid his behavior would encourage the other kids to fudge their rolls too.</p><p></p><p>My solution was to make everyone roll out in the open. I also had to encourage them that it was okay to fail/miss from time to time, and reinforce the idea that their overall success or failure in the game would never depend on one die roll alone.</p><p></p><p>I'll also support barsoomcore's suggestions to stand over the roll and to call for a specific number. It makes it feel more like a fun game when the whole group is watching the roll and the DM is telling the player, for example, "All you have to roll is a 12."</p><p></p><p>*Cheating on dice rolls frustrates me as a DM because it takes the challenge out of the game. The challenge is where all the fun is. It's difficult for me to plan an encounter that will be challenging to the cheater as well as the honest die rollers. The most common "fix" for this is to throw harder opponents at the players, which penalizes the ones who aren't cheating and creates situations where every die roll means the difference between success or failure, which just reinforces the desire to cheat.</p><p></p><p>It also shows very little respect for the other players and for the game as a whole. If I was playing in a game with a cheater, I'd be ticked that every one of his rolls/attacks/skill checks overshadowed my character's abilities.</p></blockquote><p></p>
[QUOTE="atom crash, post: 1957369, member: 22162"] I occasionally DM a game for my 12-year-old nephew and some of his friends. I suspected one of the players of cheating on his dice rolls, and it frustrated* me to the point that I didn't want to run that game anymore. He always seemed to roll in the mid-20s, whether it was for an attack roll or a skill check. His initiative scores were always right around 20. And I was afraid his behavior would encourage the other kids to fudge their rolls too. My solution was to make everyone roll out in the open. I also had to encourage them that it was okay to fail/miss from time to time, and reinforce the idea that their overall success or failure in the game would never depend on one die roll alone. I'll also support barsoomcore's suggestions to stand over the roll and to call for a specific number. It makes it feel more like a fun game when the whole group is watching the roll and the DM is telling the player, for example, "All you have to roll is a 12." *Cheating on dice rolls frustrates me as a DM because it takes the challenge out of the game. The challenge is where all the fun is. It's difficult for me to plan an encounter that will be challenging to the cheater as well as the honest die rollers. The most common "fix" for this is to throw harder opponents at the players, which penalizes the ones who aren't cheating and creates situations where every die roll means the difference between success or failure, which just reinforces the desire to cheat. It also shows very little respect for the other players and for the game as a whole. If I was playing in a game with a cheater, I'd be ticked that every one of his rolls/attacks/skill checks overshadowed my character's abilities. [/QUOTE]
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