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General Tabletop Discussion
*Dungeons & Dragons
Fudging: DM vs player preferences
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6804435" data-attributes="member: 6701872"><p>That is a very tricky situation, considering that the crit isn't necessarily going to take the character out of the fight any faster than a normal hit would (given that the damage range of a normal hit overlaps with the damage range of a critical hit, unless you use the variant rule that I do where monsters and NPCs do their average damage on a normal hit and add a roll of their damage dice on a critical).</p><p></p><p>Further complicating this particular scenario is that if you fudge this crit down to a normal hit, you increase the chance that a second normal hit or critical can outright kill the brand-new character - which if your goal in the first fudging was to reduce chance of death has backfired, and now needs <em>more</em> fudging to get things to play out the way you were hoping.</p><p></p><p>Meanwhile, you could simply ask the players "How about since I don't want to kill your first level characters, but I do want to have combat, we give the characters some kind of safety net until they are a bit more resilient?" to find out if the players actually want you keeping their newbie characters alive and what particular methods of doing so they wouldn't object to, or if they, like me, would rather a character die to "nameless goblin shot him with an arrow" and put together an all new character on the spot than have a DM not be absolutely clear with me what the stakes are (I have my reasons, but explaining them is word-count heavy and off-topic).</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6804435, member: 6701872"] That is a very tricky situation, considering that the crit isn't necessarily going to take the character out of the fight any faster than a normal hit would (given that the damage range of a normal hit overlaps with the damage range of a critical hit, unless you use the variant rule that I do where monsters and NPCs do their average damage on a normal hit and add a roll of their damage dice on a critical). Further complicating this particular scenario is that if you fudge this crit down to a normal hit, you increase the chance that a second normal hit or critical can outright kill the brand-new character - which if your goal in the first fudging was to reduce chance of death has backfired, and now needs [I]more[/I] fudging to get things to play out the way you were hoping. Meanwhile, you could simply ask the players "How about since I don't want to kill your first level characters, but I do want to have combat, we give the characters some kind of safety net until they are a bit more resilient?" to find out if the players actually want you keeping their newbie characters alive and what particular methods of doing so they wouldn't object to, or if they, like me, would rather a character die to "nameless goblin shot him with an arrow" and put together an all new character on the spot than have a DM not be absolutely clear with me what the stakes are (I have my reasons, but explaining them is word-count heavy and off-topic). [/QUOTE]
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Fudging: DM vs player preferences
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