jmartkdr2
Hero
As I allow resurrection magic, I see few reasons to fudge dice. A combat going south because of poor dice rolls is a valid way for the game to proceed.
I find the players are more invested in dice-heavy scenes such as combat when they know their choices about risk are a key factor. They can play the mechanics, which are completely open and spelled out ahead of time, and that makes success sweeter because it feels fairly earned.
If I don't want that sort of risk, or I just don't trust the rules to give an engaging result, I just don't use dice. This is common in social encounters or puzzles, which either offer a different kind of challenge or just aren't challenging per se. I personally dislike rolling a die if I'm not going to follow the roll.
The only "never" I'll say is "never tell the players you fudged a roll." Even if you did.
I find the players are more invested in dice-heavy scenes such as combat when they know their choices about risk are a key factor. They can play the mechanics, which are completely open and spelled out ahead of time, and that makes success sweeter because it feels fairly earned.
If I don't want that sort of risk, or I just don't trust the rules to give an engaging result, I just don't use dice. This is common in social encounters or puzzles, which either offer a different kind of challenge or just aren't challenging per se. I personally dislike rolling a die if I'm not going to follow the roll.
The only "never" I'll say is "never tell the players you fudged a roll." Even if you did.