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Do you want your DM to fudge?
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<blockquote data-quote="DMCF" data-source="post: 6811033" data-attributes="member: 6790388"><p>I put "almost never" from my own player perspective. In a small group of 4 players I think we can adhere to the rules with minimal disruption.</p><p></p><p>As a DM my group has at a <em>minimum</em> 6 players and an average of 9 it is very difficult to follow the rules and keep everyone engaged. I'm constantly trying to crush side conversations because the room is already very loud (hobby store w/ roughly ~35 players in 5 games). To do this I have to keep people engaged. I "wing it" with lots of things. This leads to a lot of "fudging" so I can keep the action going.</p><p></p><p>If I was playing in a big group I wouldn't mind trading strict rules for a theatrical DM maintaining everyone's rapt attention. If a DM wants to keep people engaged he can't bury his nose in a book and duel every rule lawyer saying "this or that". If a player wants to do something I question but I can't think of the rule I'll let it slide if it won't spoil the encounter. Even then I limit myself to looking up 2 things per 4 hour session. </p><p></p><p>This biggest fudge factor for me is encounters during rest periods. My groups like to think they can rest after every 2-3 spells they cast or every time someone reaches half hit points. They'll also exit dungeons to rest at that point and come back after 8 hours. So...I'll create rock falls and traps that make it harder to get out of the dungeon (with no reward) than it would have been to complete it and get treasure. I'm a jerk. I know.</p><p></p><p>If you want to go play Elder Scrolls where you can leave half a dungeon dead and come back 3 days later to a half cleared dungeon and nothing changed go play Elder Scrolls. This is D& F-ing D!</p><p></p><p>*note* I do love Elder Scrolls btw</p></blockquote><p></p>
[QUOTE="DMCF, post: 6811033, member: 6790388"] I put "almost never" from my own player perspective. In a small group of 4 players I think we can adhere to the rules with minimal disruption. As a DM my group has at a [I]minimum[/I] 6 players and an average of 9 it is very difficult to follow the rules and keep everyone engaged. I'm constantly trying to crush side conversations because the room is already very loud (hobby store w/ roughly ~35 players in 5 games). To do this I have to keep people engaged. I "wing it" with lots of things. This leads to a lot of "fudging" so I can keep the action going. If I was playing in a big group I wouldn't mind trading strict rules for a theatrical DM maintaining everyone's rapt attention. If a DM wants to keep people engaged he can't bury his nose in a book and duel every rule lawyer saying "this or that". If a player wants to do something I question but I can't think of the rule I'll let it slide if it won't spoil the encounter. Even then I limit myself to looking up 2 things per 4 hour session. This biggest fudge factor for me is encounters during rest periods. My groups like to think they can rest after every 2-3 spells they cast or every time someone reaches half hit points. They'll also exit dungeons to rest at that point and come back after 8 hours. So...I'll create rock falls and traps that make it harder to get out of the dungeon (with no reward) than it would have been to complete it and get treasure. I'm a jerk. I know. If you want to go play Elder Scrolls where you can leave half a dungeon dead and come back 3 days later to a half cleared dungeon and nothing changed go play Elder Scrolls. This is D& F-ing D! *note* I do love Elder Scrolls btw [/QUOTE]
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