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Fellow player fudging rolls
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<blockquote data-quote="Jeff Wilder" data-source="post: 5460623" data-attributes="member: 5122"><p>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 <em>knows</em> someone else knows, he'll stop doing it), but one thing a DM can do is this (two variations):</p><p></p><p>(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.</p><p></p><p>(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.</p><p></p><p>(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 <em>any</em> dice available.)</p></blockquote><p></p>
[QUOTE="Jeff Wilder, post: 5460623, member: 5122"] 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 [I]knows[/I] 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 [I]any[/I] dice available.) [/QUOTE]
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