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<blockquote data-quote="Donovan Morningfire" data-source="post: 3530312" data-attributes="member: 39532"><p>As a GM, I prefer to simply let the dice fall where they may 9 times out of 10.</p><p></p><p>But I'm also a story-based GM at heart, with the players being the stars of the story (though I will confess to having a couple GMPCs in the distant past that stole the thunder more times than they should have; I was a teenager, sue me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). I have no issues with players failing at certain tasks, as failure often serves to heighten the tension, and thus get the group more involved. Nothing's more fun than asking for perception modifiers, and then telling the group they don't notice anything, mostly due to there being nothing to see in the first place (as long as it's done in extreme moderation, and when the players are already tense).</p><p></p><p>Combat is by nature tense, and if the mooks get a lucky shot in during a battle that's tied to the overall adventure, so be it. But I'm also willing to bend the results a little if it would make for a better story, or if I think that someone who's done a great job of playing their character and making the game fun for everyone deserves a little kharmic break. The plucky hero that's been crusading to avenge the death of his beloved for several years isn't going to get felled by random minion #894 when at last facing the fiend responsible for the beloved's death. Makes for poor drama, and robs the player of the goal they've been seeking for some time. But if the murderer gets the killing shot in, so be it.</p><p></p><p>Oddly enough, my dice rolls have a frightening tendency to turn incredibly lethal when I roll in the open, especially after being accused of cheating rolls by a player. This even happened when using a dice-rolling program on another player's PDA, which had been rolling lousy for him the entire night.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 3530312, member: 39532"] As a GM, I prefer to simply let the dice fall where they may 9 times out of 10. But I'm also a story-based GM at heart, with the players being the stars of the story (though I will confess to having a couple GMPCs in the distant past that stole the thunder more times than they should have; I was a teenager, sue me :p ). I have no issues with players failing at certain tasks, as failure often serves to heighten the tension, and thus get the group more involved. Nothing's more fun than asking for perception modifiers, and then telling the group they don't notice anything, mostly due to there being nothing to see in the first place (as long as it's done in extreme moderation, and when the players are already tense). Combat is by nature tense, and if the mooks get a lucky shot in during a battle that's tied to the overall adventure, so be it. But I'm also willing to bend the results a little if it would make for a better story, or if I think that someone who's done a great job of playing their character and making the game fun for everyone deserves a little kharmic break. The plucky hero that's been crusading to avenge the death of his beloved for several years isn't going to get felled by random minion #894 when at last facing the fiend responsible for the beloved's death. Makes for poor drama, and robs the player of the goal they've been seeking for some time. But if the murderer gets the killing shot in, so be it. Oddly enough, my dice rolls have a frightening tendency to turn incredibly lethal when I roll in the open, especially after being accused of cheating rolls by a player. This even happened when using a dice-rolling program on another player's PDA, which had been rolling lousy for him the entire night. [/QUOTE]
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