Ilbranteloth
Explorer
If you don't want the possibility of a kobold killing your PCs, then take that possibility off the table. Alternatives are as follows:
- Have your PCs start at level 2 (a kobold cannot kill a Level 2 Wizard, even if that Wizard is on 1 Hit Point and the kobold scores a critical hit and deals maximum damage).
- Have the kobold deal subdual damage.
- Rule that creatures (or just PCs) cannot die from damage alone and only die from failed death saving throws.
- Have a fight on rule that allows characters to avoid death by taking a temporary penalty to their character. The duration of the penalty (and it's in-game narrative) can be determined either at the time by the DM and player or ahead of time (e.g. roll on a maiming chart). This gives control of the narrative to the players as they get to control whether they use the fight on rule or instead die.
- Rule that you cannot be killed by a creature of a CR = Player Level - 4 or lower and that any damage dealt by such a creature is automatically subdual.
- Give players more hit points at first level.
All of the above rules are less subjective than a DM getting to decide when he does and doesn't fudge. Fudging is not necessary to avoid the circumstance you have just described.
When I come to a table I expect to know the rules that will be employed in the game, including whether or not fudging will occur. I will ask the DM what rules they are using and I will expect an honest answer from that DM. Even if the answer is "here are the rules that I plan to use at this time. This list may change" that's fine. But I would tell the DM to just let me know when he's decided to start using additional rules (or removes some of the rules that he initially declared was in play).
If a DM secretly employed facing rules but didn't tell the group, he simply gave his monsters bonuses and penalties to their attack rolls and AC based on the direction they were facing, that is a DM I would not want to play with and would feel he was being dishonest. A DM that tells me "I will fudge some rolls" will result in me asking the types of situations where they'll fudge. Based on the answer I will determine whether or not I play with that person DMing. Secretly fudging without telling the group is the exact same scenario as a DM using facing rules but failing to tell the players. If the DM does fudge without telling me he may fudge at some point, then I will not play with that person regardless of whether they are a player or a DM as they've broken my trust and I do not wish to play a game with people I do not trust.
I see fudging as a failure on the DM's part. Whether it's fudging dice or fudging the story. Everytime a DM fudges it meant the DM presented a set of choices and included one that they shouldn't have. I've done it. I've had a player uncharacteristically work on a grand speech for two weeks, give that speech and then had them roll a die to determine how good the speech was. One of the choices I initially presented was that the speech was bad. I shouldn't have presented that choice. It was a failure on my part. But I learned from it and have gotten better as a DM. Had I secretly fudged (and I did fudge, but I did it openly) I may not have put as much thought into the outcome that occurred and that would have required me to fudge in more scenarios in the future. Instead I learned how to adjudicate such situations without needing to fudge in the future (in this case the die roll would not allow failure, it would simply determine the degree of success with meaningful results based on the degree of success they had).
I'll start with the end because I think it's spot on. In most cases I'd agree that it's usually a failure on my part. That doesn't mean that I always have to let the players in on that secret. It's rare that I have to fudge, but it's not uncommon to spot a mistake I've made that might have raised that possibility. So I try to learn from those to eliminate that possibility from occurring again. I have also developed house rules specifically from situations like these, so they won't occur again.
As I've said, I provide a booklet with house-rules, indications of which rules I don't use, and I'll make sure that it's clear that I might fudge, but only in extreme circumstances, and if I feel it's necessary it will be in the party's favor. If we're at the table I probably won't spend a whole lot of time going over things like this, it needs to happen before that and not cut into other player's time.
But sometimes it's not a fault of the rules. I have fairly steep house-rules for near-death, because I've removed most of the instant death options. Death from massive damage? You fail your first two death saves. Disintegration? You fail the first two and must make an immediate death save on the spot. But I also make raising from the dead very rare. So the penalties are significant, and last for days (at least 3, depending on how you roll each day).
In the example I gave with the bear attack, it was drawn from real life. But even a single hit from a bear could kill a first level character, and especially a critical. Even without my house rules, with simple death on the table, the RAW don't provide a way to prevent that possibility. The bear surprised the character (great), it made it's attack (by design) and then ran away (as planned). It was designed to show a 1st level character that even a bear could be deadly. But I had no interest in the character actually being killed. There was no mistake on my part, no design flaw in the game, just a scenario that I wanted to use to make a point. The fact that it played out the way it did was a bonus.
I don't see anything wrong with fudging a die roll in the event of a critical, because it was best for the game. Not the story, just because there was no point in having to determine what to do with that player at that point in time. Even within the story, the remaining players had the usual options, return with the body, take the body, etc. But from the gaming standpoint we would have had to figure out what that player would do in the meantime. It just wasn't necessary.
In addition, your list of potential fixes, some easier to implement than others, are also more permanent. A fudged die roll is usually an isolated incident. Something to deal with a very specific situation, for whatever reason. It doesn't need an overarching fix, nor do we need to start trying to have a rule for every possible circumstance as 3.5/Pathfinder/4th edition was seemingly inclined to do. It's just a brief moment in time, whether by mistake or not, to say - no, I don't accept that right now.
Ilbranteloth