Fellow player fudging rolls


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Make a cool dice tower out of wood or Hirst Arts blocks. Bring it to the next game and secretly tell your DM why you built it. Then have the DM have everyone use it.

If the solution doesn't work, at least you will have a cool dice tower!
 



Hey all this is my first post but it seems like something I can relate to. As a GM/DM 90% of the time I have a lot to do and I tend to assume everyone would play legit roles. As my wife is a player she sometimes sees rolls by people that are not what they say. She tells me and I keep it in mind to keep an eye on the person. I never call them out and here is why:
Before I start a campaign I make it perfectly clear that if I catch someone cheating that frees my hand to do the same. Now I from time to time flub a roll in a players favor if a blow will kill them out right it only takes the to negative -1 etc. For a cheater they tend to be crit magnets. Not your normal run of the mill crits but often maiming body parts flying kinda crits. Stuff that becomes long term. If they learn their lesson they may find someone with the ability to heal them. Many a time this has enhanced the flavor of the character and they will keep them as is. Suffice to say i do not have any long term cheaters. They either learn or leave.
 



My friend GMed a game in college with a player who constantly lied about his rolls. When the GM learned about it, he stopped revealing the target number for rolls and had his roommate sit in his loft bed, check the rolls, hold up what was really rolled. Then he'd adjust the results accordingly. The poor cheater never learned that he was being taken.
 

Ahhhhhhhh...... I see now, you crazy Brits! ;)

Our concentrate is mostly frozen, but we just call it Orange Juice (or Grapefruit or whatever it is....)


The regional variations are worse. In Glasgow it's not uncommon to breakfast on a fruit concentrate called Irn Bru.

[ame="http://www.youtube.com/watch?v=xfiqrkV_ZqI"]YouTube - Irn Bru Snowman Advert[/ame]
 

My friend GMed a game in college with a player who constantly lied about his rolls. When the GM learned about it, he stopped revealing the target number for rolls and had his roommate sit in his loft bed, check the rolls, hold up what was really rolled. Then he'd adjust the results accordingly. The poor cheater never learned that he was being taken.
It seems very extreme (I guess I don't get why it's so difficult to nudge a cheater; unless he's a borderline sociopath (and sometimes even then), once he knows someone else knows, he'll stop doing it), but one thing a DM can do is this (two variations):

(1) Place a d20 out of sight on a random number. Inform the players that their reported rolls (the number actually rolled on the die, not the final result) will be added to that hidden d20 for the result. The result "wraps," so if the total end up being, say, 17, it's 17; but if it ends up being 26, it's a 6.

(2) Same thing, but the DM or another player rolls a d20 (instead of setting it and keeping it hidden) along with the active roll. This is more work, but it's also less subject to metagame number-crunching to hone in on the "set" number.

(BTW, the only reason the "hidden" d20 is needed at all is to verify to the players if they doubt. If the players trust the DM, he can just pick a number between 1 and 20. Also, variations on this can be used to pretty effectively simulate random numbers if you don't have any dice available.)
 

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