Ralif Redhammer
Legend
It absolutely is not.
It absolutely is not.
but I like Peanut Butter fudge :-(Chocolate fudge is the only fudging allow at tables. Roll in the open and let the cursing fly.
I have no idea what this means.
And for those who would ask "Why don't you just narrate results then?" if a DM fudges... I'd ask "Why don't you just play a tactical board game rather than D&D then?" if you don't.
Building off @Jack Daniel's answer: Because a tactical board game doesn't actually include diversity in character story, and cannot respond to my diegetic choices in a satisfying way; it can only process what choices fit within the board, as it were.Counterpoint: Dungeons & Dragons is not a board game. Combats do not need to be run neutrally so they produce "winners" and "losers" of the board game.
And for those who would ask "Why don't you just narrate results then?" if a DM fudges... I'd ask "Why don't you just play a tactical board game rather than D&D then?" if you don't.
Because tactical board games do not admit tactical infinity. There is little room for lateral thinking in HeroQuest or Gloomhaven.
The game part of RPGs isn't what offers tactical infinity, though. GM judgement (or GM fiat, depending how you think of it) does. Tactical infinity only comes from a GM call on the fly.
We may now begin trying to dance around how GM judgment around die rolls is bad, but GM judgement over tactical options is okay.
And narrating a story to people does not admit player decision.Because tactical board games do not admit tactical infinity. There is little room for lateral thinking in HeroQuest or Gloomhaven.
The point, I believe, is this: if the dm is willing to fudge (yes, even one roll out of thousands) then any die not fudged is one the dm decided not to fudge. All rolls are subject to after-the-fact dm fiat.And narrating a story to people does not admit player decision.
Changing or ignoring one die roll does not invalidate the other hundreds of decisions the players and all the other die rolls make to create random, unplanned events.
So my point still stands. If all the "anti-fudgers" believe that if you are going to fudge even one roll then there is no difference between that and writing out a complete story and just telling it to the players... then I say there is no difference between not fudging and just playing a board game. We can both go to the extremes all day.
Or... if what is actually the case... is a wonderful and large middle ground and nuance between the two extremes. If you and @EzekielRaiden would care to head towards the middle and admit that ignoring one die roll out of thousands does not turn a D&D campaign into a novel, then I'm more than happy to meet you there with a more measured take on the sanctity of game mechanics.![]()
The point, I believe, is this: if the dm is willing to fudge (yes, even one roll out of thousands) then any die not fudged is one the dm decided not to fudge. All rolls are subject to after-the-fact dm fiat.
Is that substantially different from the existing before-the-roll fiat of calling for the roll in the first place? I can’t prove it, but it feels different to me.