My most common fudge is to kill off monsters when they drop to like 1 or 2 HP after a fairly substantial attack. If a PC nails a monster for like 35 points and the creature ends at 1 HP... I'll occasionally just pull him from the board if there are still like quite a number of other creatures in the battle. To me, it wastes a player's time and energy to be the one who has to use their turn to poke the monster for 1 HP when a normal attack from them would do like 20 or more. To me... the HP number of each monster in the book is an "average", and so the idea that there will be some that are less than that number makes all the sense in the world. The fact that I didn't stat out which ones they were prior to the fight and instead made that call in the middle of battle doesn't matter to me at all.
My other votes were fudging dice rolls in favor of the PCs and also in favor of the monsters, but those are admittedly much less frequent. If I do it, it's usually because I've like missed on like eight attack rolls in a row (usually against normal odds) and I'll just turn another miss into a hit against a PC just so there's a semblance of the encounter being meaningful (even though it ain't gonna be in the end). In truth we all know mechanically that the results of the battle are already a foregone conclusion, but dramatically it gives the encounter a bit of a jolt. I can usually get a very good sense from my players when them throwing a shut-out is awesome for them, and other times when the cakewalk they are experiencing seems unearned and kind of pathetic. So I'll try and boost things here and there if I think they would rather it seem a little more important.
My other votes were fudging dice rolls in favor of the PCs and also in favor of the monsters, but those are admittedly much less frequent. If I do it, it's usually because I've like missed on like eight attack rolls in a row (usually against normal odds) and I'll just turn another miss into a hit against a PC just so there's a semblance of the encounter being meaningful (even though it ain't gonna be in the end). In truth we all know mechanically that the results of the battle are already a foregone conclusion, but dramatically it gives the encounter a bit of a jolt. I can usually get a very good sense from my players when them throwing a shut-out is awesome for them, and other times when the cakewalk they are experiencing seems unearned and kind of pathetic. So I'll try and boost things here and there if I think they would rather it seem a little more important.
Last edited: