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General Tabletop Discussion
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DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Stalker0" data-source="post: 8395668" data-attributes="member: 5889"><p>And here we have the two magic words that joins our arguments together.</p><p></p><p>You see I agree with you here. DM fudging can absolutely be abused if its used over and over and over again. But to me its not a black and white scenario. For example:</p><p></p><ul> <li data-xf-list-type="ul">Players gets some really bad luck, like getting critted on all 3 of the monsters attacks. I might fudge the damage down just a bit to ensure he's not obliterated. The player is already plenty scared, but I may want them to get a chance to fight back or run before I finish the job.</li> <li data-xf-list-type="ul">Player did all but 3 damage to a monster.... I may just say they got him so we can move on. This is especially useful in fights where the players clearly have this, and its just mopping up, helps to keep the game moving.</li> <li data-xf-list-type="ul">Players activate the sacred relic, it drains each of them for 1 exhaustion and uses the very expensive material component. The goal is it stuns the BBEG for 1d4 rounds. If I roll a 1, I might just make it a 2 to ensure the party gets some bang for their buck for all the effort they put into it.</li> </ul><p>Again the key here is its a fudge, a shift, an adjustment.... done well it can make the game more cinematic. Used too much than yes you can cause problems, but every so often I think its completely fine for a DM to add something to enhance the excitement or drama of the game....and to ensure the players are having fun. Player fun is THE metric by which the game is measured, and a little fudge here and there can turn an ok scene into a really great one.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8395668, member: 5889"] And here we have the two magic words that joins our arguments together. You see I agree with you here. DM fudging can absolutely be abused if its used over and over and over again. But to me its not a black and white scenario. For example: [LIST] [*]Players gets some really bad luck, like getting critted on all 3 of the monsters attacks. I might fudge the damage down just a bit to ensure he's not obliterated. The player is already plenty scared, but I may want them to get a chance to fight back or run before I finish the job. [*]Player did all but 3 damage to a monster.... I may just say they got him so we can move on. This is especially useful in fights where the players clearly have this, and its just mopping up, helps to keep the game moving. [*]Players activate the sacred relic, it drains each of them for 1 exhaustion and uses the very expensive material component. The goal is it stuns the BBEG for 1d4 rounds. If I roll a 1, I might just make it a 2 to ensure the party gets some bang for their buck for all the effort they put into it. [/LIST] Again the key here is its a fudge, a shift, an adjustment.... done well it can make the game more cinematic. Used too much than yes you can cause problems, but every so often I think its completely fine for a DM to add something to enhance the excitement or drama of the game....and to ensure the players are having fun. Player fun is THE metric by which the game is measured, and a little fudge here and there can turn an ok scene into a really great one. [/QUOTE]
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