Quasqueton said:If the dice “say” that a PC dies in a random mook encounter before the big climax with the BBEG:
Story tellers will fudge to keep the PC alive till a more “appropriate” moment for the story plan. They are telling a story first, playing a game second.
Game players will not fudge and just consider the PC’s death at that moment to be part of the story unfolding. They are playing a game first, telling a story second.
Says who? I don't know anyone who does that.Quasqueton said:If the dice “say” that a PC dies in a random mook encounter before the big climax with the BBEG:
Story tellers will fudge to keep the PC alive till a more “appropriate” moment for the story plan. They are telling a story first, playing a game second.
The tic-tac-toe and jacks stories suck, though.T. Foster said:Game. You can tell a story about what happened in the game after the fact if you want (because you can tell a story about anything).
Do you read ENWorld?Says who? I don't know anyone who does that.
QuasquetonI did fudge a bit in my last session and give an NPC an extra healing potion in order to keep one of the PCs alive.
I just don't want to kill off a heavily invested in character for no other reason than the dice said so.
Ergo, there isn't much I won't do to stop a PC getting pointlessly killed.
I know our DM fudges on occasion. Last week, I happened to be standing at the instant he rolled damage for the two zombies hitting the barbarian (who was down to about three hit points)... so I saw the pair of 8s hit the table. The DM declared five damage, and the barbarian went down unconscious.
I'll cheat if the players are getting an incredibly bad (or sometimes good) run of luck. Basically, if through no fault of their own, they're getting hammered (They keep rollings 1s, I roll three crits in a row), are adjusting their plans to account for that, and are still getting beat up, I'll give them a break. Likewise, if an important enemy is about to get killed in the first round because three players crit on him after he loses initiative, I might fudge a number or two.
Very rarely, and only to save a player character from abnormal luck or for the good of the story.
I admit I have turned a lethal situation into something else for a random encounter or something not critical to the campaign story.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.