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Do you want your DM to fudge?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6801728" data-attributes="member: 6790260"><p>Well-said, and generally agreed. If the speech was so impressive that you aren't going to accept a failure no matter what the dice say, <em>don't use the dice.</em> If the monster's going to last at least the first round, no matter how good the players' damage is nor how clever their plan is, <em>make your monsters work that way.*</em> If you don't <em>actually</em> want the dice to have final say, don't <em>pretend</em> they do when you're actually choosing it yourself.</p><p></p><p></p><p></p><p>At first I thought I disagreed with you, but actually I completely agree. I, too, don't actually consider this fudging--I never even considered it "a kind of fudging" in the first place. I consider it theatrics, equivalent to giving your NPCs funny accents. I still don't <em>care</em> for it--mostly because I think the kind of player that <em>demands</em> dice-rolling in order to enjoy results is being petty and petulant--but if that's what the group needs to feel fear of failure/pleasure in success, so be it.</p><p></p><p>*For example: give them a feature that makes it so they can't take more than X damage in the first round. Or, if they go below some fraction of their HP (say, 50%, call it <s>bloodied</s> <em>winded!!</em>), they get damage resistance until the end of the first round. Or they have a reaction ability that substantially increases their AC, but can only be used in the first round--or some kind of reaction self-heal. Or make all your monsters flat-out immune to crits, or with a stacking resistance to crits, but only in the first round. As long as the players know that it's really damn hard or even impossible to beat some (or even all) creatures in a single round (it's not necessary to explain precisely why), the specific method doesn't matter.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6801728, member: 6790260"] Well-said, and generally agreed. If the speech was so impressive that you aren't going to accept a failure no matter what the dice say, [I]don't use the dice.[/I] If the monster's going to last at least the first round, no matter how good the players' damage is nor how clever their plan is, [I]make your monsters work that way.*[/I] If you don't [I]actually[/I] want the dice to have final say, don't [I]pretend[/I] they do when you're actually choosing it yourself. At first I thought I disagreed with you, but actually I completely agree. I, too, don't actually consider this fudging--I never even considered it "a kind of fudging" in the first place. I consider it theatrics, equivalent to giving your NPCs funny accents. I still don't [I]care[/I] for it--mostly because I think the kind of player that [I]demands[/I] dice-rolling in order to enjoy results is being petty and petulant--but if that's what the group needs to feel fear of failure/pleasure in success, so be it. *For example: give them a feature that makes it so they can't take more than X damage in the first round. Or, if they go below some fraction of their HP (say, 50%, call it [s]bloodied[/s] [I]winded!![/I]), they get damage resistance until the end of the first round. Or they have a reaction ability that substantially increases their AC, but can only be used in the first round--or some kind of reaction self-heal. Or make all your monsters flat-out immune to crits, or with a stacking resistance to crits, but only in the first round. As long as the players know that it's really damn hard or even impossible to beat some (or even all) creatures in a single round (it's not necessary to explain precisely why), the specific method doesn't matter. [/QUOTE]
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