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<blockquote data-quote="MINI" data-source="post: 3530833" data-attributes="member: 49525"><p>Much of this to me boils down to DM - Player trust. Does the player trust the DM to decide what is best or the dice? Another dilemma is the value beat into the characters of the game. If your forced to fudge dice most likely it is to prevent a character death to turn the story arc in a direction, or to keep the story from going in a really bad direction. In games where story is the primary concern losing a major PC to a freak critical hit is rather catastrophic. In dungeon crawl games with not much of a stoary your character can easily die and be replaced as fast as you can roll those same dice that killed the old character. </p><p></p><p>As a DM I think you can avoid fudging altogether with good planning. Guage encounters properly. I have run fights with characters dropping into teh negatives, healing and dropping once again and yet no one ends up dead. I have aslo run battles that were purposefully easy (the CR was low) for teh sake of an RP Combat that added flavor to 3 hours of straight RP with the monsters becoming some sort of drive for teh story. Good planning means less cheating.</p></blockquote><p></p>
[QUOTE="MINI, post: 3530833, member: 49525"] Much of this to me boils down to DM - Player trust. Does the player trust the DM to decide what is best or the dice? Another dilemma is the value beat into the characters of the game. If your forced to fudge dice most likely it is to prevent a character death to turn the story arc in a direction, or to keep the story from going in a really bad direction. In games where story is the primary concern losing a major PC to a freak critical hit is rather catastrophic. In dungeon crawl games with not much of a stoary your character can easily die and be replaced as fast as you can roll those same dice that killed the old character. As a DM I think you can avoid fudging altogether with good planning. Guage encounters properly. I have run fights with characters dropping into teh negatives, healing and dropping once again and yet no one ends up dead. I have aslo run battles that were purposefully easy (the CR was low) for teh sake of an RP Combat that added flavor to 3 hours of straight RP with the monsters becoming some sort of drive for teh story. Good planning means less cheating. [/QUOTE]
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