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General Tabletop Discussion
*Dungeons & Dragons
Dice Fudging and Twist Endings
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<blockquote data-quote="Oofta" data-source="post: 8960624" data-attributes="member: 6801845"><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>cannot</em> lose is simply not fun.</p><p></p><p>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. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite29" alt=":devilish:" title="Devil :devilish:" loading="lazy" data-shortname=":devilish:" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 8960624, member: 6801845"] 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 [I]cannot[/I] 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. :devilish: [/QUOTE]
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