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General Tabletop Discussion
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Dice Fudging and Twist Endings
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<blockquote data-quote="EzekielRaiden" data-source="post: 8955145" data-attributes="member: 6790260"><p>Yes. Dice are an open and expected part of the play process. You must learn to prepare for them to do any of the things in their range; if there's a 5% chance of instant death, you need to be ready for that to bear out 1 time in 20!</p><p></p><p></p><p>Oh, absolutely it's TONS more than that. But this is a critical link in the chain. Think of it like a simple necklace. Some things--pendants, frills, finery--could be removed without causing the necklace to fall from your neck. Other things, the structural links of the chain itself, cannot be removed without causing the necklace to fall. There might be only one such link, e.g. the clasp at the back of the neck, or there might be many such links.</p><p></p><p>D&D is a game where there are multiple fundamental links. Fudging, whether it be die rolls or HP totals or mystery clues or whatever else, breaks one of those links. There are <em>other</em> links that are <em>also</em> critical and which must be preserved. Many of them never get the kind of cavalier treatment that this one does. For example, players abiding by whatever advancement rules the group uses.</p><p></p><p></p><p>Which for those who want to make use of dice without <em>any</em> response, is awesome.</p><p></p><p>For those who still want to manage things, or be prepared for the times where they accidentally leave in something as an option that they weren't ready for, or prepare something that ends up being a poor fit, there's a great deal you can do with diegetic responses or just being open with your players.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8955145, member: 6790260"] Yes. Dice are an open and expected part of the play process. You must learn to prepare for them to do any of the things in their range; if there's a 5% chance of instant death, you need to be ready for that to bear out 1 time in 20! Oh, absolutely it's TONS more than that. But this is a critical link in the chain. Think of it like a simple necklace. Some things--pendants, frills, finery--could be removed without causing the necklace to fall from your neck. Other things, the structural links of the chain itself, cannot be removed without causing the necklace to fall. There might be only one such link, e.g. the clasp at the back of the neck, or there might be many such links. D&D is a game where there are multiple fundamental links. Fudging, whether it be die rolls or HP totals or mystery clues or whatever else, breaks one of those links. There are [I]other[/I] links that are [I]also[/I] critical and which must be preserved. Many of them never get the kind of cavalier treatment that this one does. For example, players abiding by whatever advancement rules the group uses. Which for those who want to make use of dice without [I]any[/I] response, is awesome. For those who still want to manage things, or be prepared for the times where they accidentally leave in something as an option that they weren't ready for, or prepare something that ends up being a poor fit, there's a great deal you can do with diegetic responses or just being open with your players. [/QUOTE]
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