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General Tabletop Discussion
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Dice Fudging and Twist Endings
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<blockquote data-quote="Oofta" data-source="post: 8967482" data-attributes="member: 6801845"><p>Umm ... no. The hyperbole is strong here.</p><p></p><p></p><p></p><p>I set up encounters that I think are reasonable and generally let people know what kind of risks they are facing. In addition, we discuss how deadly we want the game to be during a session 0, although PC death will always be an option if I DM.</p><p></p><p></p><p></p><p>I adjust difficulty all the time. But once combat starts I don't remember the last time I changed the stats of the monsters. Fudging? Nah. Not for me. I accept the random variability of the dice as part of the game and changing the value of a role would feel like playing a video game with all the cheat codes turned on. It's just not as fun for me and there are plenty of options that make it unnecessary. Including accepting that failure is always an option.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8967482, member: 6801845"] Umm ... no. The hyperbole is strong here. I set up encounters that I think are reasonable and generally let people know what kind of risks they are facing. In addition, we discuss how deadly we want the game to be during a session 0, although PC death will always be an option if I DM. I adjust difficulty all the time. But once combat starts I don't remember the last time I changed the stats of the monsters. Fudging? Nah. Not for me. I accept the random variability of the dice as part of the game and changing the value of a role would feel like playing a video game with all the cheat codes turned on. It's just not as fun for me and there are plenty of options that make it unnecessary. Including accepting that failure is always an option. [/QUOTE]
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