That's cool. It's your table and your campaign. I don't know the context or anyone involved. I point out that you are imposing yourself as the judge of what result is fair and what is not.
All I can say is that I eventually discovered that, at my own table, I was imposing my own view of what should happen for the story and what was best for the players, and when I stopped doing that, the players appreciated it. I found that rolling my dice openly, just like the players, seemed to increase their agency at my table. It was putting their fate in their hands, rather than mine.
Their fate isn't in their hands or yours, though, it's decided by a random number generator. That's not a criticism, just an observation. I think that's the biggest disconnect in these arguments -- roll purists see a player vs. dungeon master conflict, and the rest of us see a collective table vs. artifice conflict.
Still, as the dungeon master, you
do have a better perspective on what is best for the table than anyone else at it. Your knowledge of the game is fundamentally different, due to an undeniable, if limited, clairvoyance and precognition. Bias presents a challenge, as it does in all human endeavor, but we strive to overcome it here as we do in every other instance of our lives. Dungeon mastery is not exceptional in this regard.
I still remember a game I ran years ago where, due to a number of lucky rolls on the part of the enemy, there was 1 PC left standing with single digit HP fighting the last enemy. The group was on the verge of a TPK. The surviving PC dove under a table to get cover (they were a caster with minimal AC), one of the fellow PCs rolled a 20 on their death save and came back to consciousness in the nick of time.
The players at the table cheered when the last enemy went down. I can't imagine that happening if I had been fudging dice. It's those encounters that are most memorable to me and it's something you don't generally get when the DM is obviously holding back.
I get cheers all the time, so I'm not sure what to say, other than that you are obviously speaking about a style of play in which you do not engage and on which you therefore cannot have a frame of reference.
100%.
'It's for the good of the game, it increases everyone's fun. However if they ever found out, it would cause big problems.'
For the record, I explain my attitude towards the dice at every Session Zero, and the reaction I get more often than not is shock and dismay that anyone would expect the dungeon master's rolls to be absolute. "Why have a dungeon master, then?" they ask, and I just smile and shrug.
I think this is the biggest issue I have with fudging. I feel cheated as a player; if I'm guaranteed to succeed then success is meaningless.
In my game yesterday, one of the players wanted to do something incredibly risky by "improving" the McGuffin that we needed to achieve the current goal by tinkering with it. If it had failed (and success would not have been particularly helpful), it would have meant the campaign would effectively be over. When my PC went to stop him their response was "Even if I fail I'm sure the DM will figure out a way to keep the game going." I was a bit confused by this especially when the other player kept insisting, despite the DM's confirmation that they could indeed break the McGuffin and the campaign would be over. I never assume the DM will guarantee that we win the day.
I view DM fudging dice rolls much the same way. If I didn't want a chance of failure, I wouldn't play D&D. Playing with a deck stacked so much in my favor that I
cannot lose is simply not fun.
P.S. If I ask how many HP you have left, it's because I'm trying to figure out if the bad guys are going to focus fire on your PC to take one of you out.
I ran a game of WFRP 1e last night where the group were attacked by a frenzied troll. I rolled everything out in the open and declared the relevant stats when they came up. As it played out one PC got badly hurt and then an allied NPC got the death blow on it before anything worse could happen. It felt genuinely exciting and uncertain in a way that no stage managed sequence ever could be.
Apparently, this bears repeating:
Roll purists are incapable of having this conversation without shouting down a two-stage straw-man argument, which is that if a dungeon master considers ignoring the results of die rolls acceptable, they must consider it acceptable to ignore the results of any die roll, and that by extension they must ignore the results of die rolls most of the time.
None of this is true. 99% of the time, a responsible dungeon master who ignores the results of die rolls lets the dice fall where they may. That's how the game works. A responsible dungeon master only ignores the result of a die roll when doing so would improve the table's shared narrative, which is something they can recognize and know and the dice cannot.
You are having an argument with yourself.
I think you may be reading me too literally. I'm not saying you, DEFCON 1, need to do a thing to correct yourself. I'm saying, if "someone" (the universal "you") wants to let the dice decide, all "someone" need do is create stakes the group is happy with whether it's success or failure. Then no matter which way the dice go, it's all good.
No one is reading you too literally, you are just doing a poor job of concealing your disdain.
I guess what I don't share is why it is necessarily a "disappointing encounter." My experience is that the players never seem to mind that they smashed some villain or another to bits easily.
Failure is disappointing, and it is completely bizarre to me that anyone could think that the context of tabletop roleplaying changes that for anything approaching a majority of people.
Is it letting the dice fall where they may when it is a choice each time to change it?
Accepting the result of the roll is still deciding what the roll is if there is a choice.
It's like the trolley problem. Not switching the tracks is still a choice.
I agree completely. It is always a choice, even if you never opt to change or ignore the result. A choice the dungeon master is granted the privilege and responsibility to make by the table.