I can do that anyway. By RAW. Nothing requires me to fudge behind a screen.
Why would it not apply to the players? The rules apply to the players, so breaking them for advantage is cheating.
That's how you play D&D. Unless the DM house rules shackles onto himself anway.
Cheating is a double standard then. Players can do it, but the DM cannot, so it needs to be banned from the game. Oh, wait.
So, you believe that RAW allows a DM to roll a 1, look at the players, and declare he rolled a 15 and they cannot accuse him of cheating, because he is the DM. You haven't claimed, but others have, that questioning a DM on anything shows a lack of trust, and therefore they get booted. And nothing about their statements seems to take into account whether or not the DM is flagrantly lying to their players.
And this is why I say that this is unhealthy for the game. The DM is being viewed with unquestioned, unlimited power to do anything no matter how flagrant. Meanwhile the players must abide by the rules, even if those rules change every day. That is how DnD is played in your view, unless the DM "shackles themselves" like a chained god holding back out of benevolence. This leads to more abuse by DMs on the border of "abusing their unlimited power" because while they might read it in the rules, other people and long term DMs are cheering them on, telling them that they are the unquestioned rulers of their Domains, who can do anything they want as long as their players behave and don't act out.
I've been in dozens of healthy games run like that and 0 unhealthy games that didn't involve abuse of authority.
I'm not talking individually at the table. Why do you think DMs abuse their "authority"? You believe you can't cheat without getting an advantage, so a DM even trying to cheat is pointless. So, what leads to these abuses? Do you think it might be this dichotomy where we treat players like they are playing a game, and therefore should obey the rules, and not question the DM, and make sure they don't take up too much table time, and make sure their backstory isn't too long, and they stay with genre and keep accurate track of their sheets and not use weighted dice and save all questions for later and and and and. Meanwhile, we turn to DMs and say "You have ultimate authority over anything. If your players don't like it, boot them. If your players annoy you. Boot them. If your players try and move out of genre boot them. Everything you say goes, you are beholden to no one but yourself.Make up dice results, change values, ect ect ect"
Again, I'm not against homebrew. I homebrew all the time. But this attitude that DMs cannot possibly cheat because they are the ultimate arbiter of all things, I feel like it just adds to this problem of DMs being treated like they are more special than the players, which just leads to more abuses at more tables, because they can't even concieve of the fact that what they are doing is against the intent of the game.
So, trying to cheat, but being technically unable to, doesn't mean you didn't cheat. The intent was there, you just have someone defining your actions in such a way that you can't break any rules.
Not in my arguments. Facts and truth are why I'm arguing this.
The truth of ultimate power and authority.
It's a snap of the fingers to insert a new character and in 5e it's another snap of the finger to make a PC. Two snaps and done.
Not in literally any game I've ever DM'd, and the only times as a player it happened, those people "snapped" into existence always felt hollow and tacked on. But, if you feel like you can just snap your fingers and the story happens, that might explain a few things.