Psikerlord#
Explorer
I personally think dice fudging is a bad idea for both players and DMs. Always roll combat dice in the open, I say - DMs have many other more preferable ways of influencing a combat outcome than fiddling with dice.
Sure, in the global sense. Define a probability value for "miracles," and "miracles" become commonplace. But that doesn't make it necessarily wise to plan around them, does it?![]()
Then, by the logic I've used elsewhere, that wouldn't be fudging, under my definition--it would be theatrics (I've twice now called it equivalent to "giving NPCs funny accents"). I still don't care for it, but I see nothing really wrong with it either. You're not using the dice for any mechanical thing, only for an aesthetic thing.
Exactly, which is why the game breaks when these extreme odds happen. The game doesn't plan for them, so it can't handle them when they happen. It's the DM's job to step in at that point and make corrections.
What if the DM has decided before the roll that the roll just can't crit?
I think that you are talking about a different thing from what others are when referring to fudging.Because we don't treat dice results as binary-- yes or no.
You make a skill check with a DC of 10. Rolling plus your modifier gives you a 15 might mean you succeed normally. Rolling a Nat 20 on the die might mean you succeed extraordinarily. Rolling the dice and adding your mod that gives you a 9 might mean failure but the DM might "fudge" it to give you success but at a cost. Rolling a 1 on the die might mean a spectacular failure.
The dice are tools to help us determine levels of success and failure, and let the DM and the rest of us improvise results we might not otherwise have thought of or did. Sure, we absolutely could improvise our stories with no dice at all... and that's not exactly a big whoop seeing as how many "roleplaying" parts of the game have some tables do that with no dice rolls whatsoever. But when we want to use the dice, the dice give us a whole variance of possible results.
Dice are a tool for variance in results. We use them as such.
<snip> ...I ask "Why not just skip the dice rolling and go straight to the outcome that has already been decided?"
My experience is that said illusion adds not one useful thing to the game-play experience.Because the illusion that the player's action declaration and/or the system's resolution mechanics have dictated the outcome of this particular instance of play (and the implications this has on future play), rather than the GM's will, will be exposed. This has implications on future play in that the technique of Illusionism (covertly applying GM Force to an instance of play) requires either (a) "wink, wink, nudge, nudge" buy-in at the social contract level by the players (Participationism) or (b) keeping the curtain firmly between the man and his audience.
And I think "ignoring the dice when they don't do what you want them to do" is not an appropriate type of correction. I've given many, many other examples of corrections that can be applied that don't do that, by just not using dice in the first place. And, as said in the other thread, I probably shouldn't be continuing to discuss this with you; only doing so because you replied to me, and because...
...this is an interesting question. One could argue that it is "ignoring" the dice despite using them, but one could also argue that it is merely a different form of the "grades of success/failure." Having thought about it for a while, I'd say I fall more on the latter side. You're still asking the dice whether the attack will land or not. And, presumably, you could still allow that a natural 20 is always a hit, even if it isn't therefore a crit. If I were to formalize it (which I would prefer, if it is to be used), I'd probably put it as "normally, crits don't need to be confirmed, but sometimes the DM may call for a confirmation. And sometimes, the DM may decide that the confirmation just fails, without a roll."
The nice thing about a rule like that--requesting, or simply denying, confirmations for crits--is that it would address much of the "divergent event" stuff. Both "the party did supermax damage and killed it before it even got to act" type (perhaps player and monster crits always need to be confirmed on round 1?), and "the baddies have gotten roll after roll in their favor" type. Still a bit arbitrary for my taste on the latter count, but it's an improvement, and one shouldn't look a gift horse in the mouth.
It's not generally an option for players. But, it's only a bad idea to the degree that sitting by and letting the game suck would be a good idea.I personally think dice fudging is a bad idea for both players and DMs.
No. 5e is a very DM-driven game, and a 5e DMs need to take full responsibility for the player experience, that includes fudging (among many other things) "as needed." Other games are more player-driven or even system-driven or simply have less need of such DM techniques. So it's very much a matter of degree.Despite recognizing that this is the 5e forum specifically, I generally tend to take questions like this as applying to any game. Would you say the same of games generally?
You can think of rolling dice when the roll won't matter (or even when there's nothing to be determined by the result) as a sort of placebo for players who need to believe their experience isn't being orchestrated by the DM but is somehow more 'real' or emergent or 'immersive' than that.I do think it is incorrect to employ the dice, AND THEN say, "Y'know what? No, I'm NOT going to use the dice."
That implies there are only two options (fudge, or sit by and let the game suck) which is nowhere near true.But, it's only a bad idea to the degree that sitting by and letting the game suck would be a good idea.