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GMing: How to fudge NOT using the dice.
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<blockquote data-quote="Maxperson" data-source="post: 9543720" data-attributes="member: 23751"><p>A dungeon can't be a rule. The module may tell you to roll for random encounters, but it's always just a suggestion since modules don't make rules. And just because the game has a rule to roll for random encounters, random being whether one is encountered or not, doesn't make the random encounter chart put there as an aid, a rule.</p><p></p><p>This is from the 1e DMG random terrain table.</p><p></p><p>"If a wilderness expedition moves into an area where no detailed map has been prepared in advance, the random terrain determination system below can be utilized with relative ease for a 1 space = 1 mile, or larger, scale.<strong> In using it, however, common sense must prevail. </strong>For example, if the expedition is in the north country the forest will be pine or possibly</p><p>scrub, while in tropical regions it will be jungle. Similarly, if a pond is indicated in two successive spaces, the two should be treated as one larger body of water. <strong>The Dungeon Master must also feel free to add to the random terrain as he sees fit in order to develop a reasonable configuration.</strong>"</p><p>So if the random roll indicates an unreasonable configuration, the DM can and should just ignore that roll and either re-roll, or just decide the terrain as he feels is right. Because the chart is an aid, not a rule that is binding.</p><p></p><p>This is said in the 1e DMG regarding random encounters.</p><p></p><p>"When a random monster encounter is indicated, go to the appropriate portion of the table and roll percentile dice. Read down the Dice Score column until the total of the dice is found, then read right to find the creature encountered. <strong>Inappropriate encounters should be ignored and a new number generated in order to gain a reasonable result.</strong>"</p><p></p><p>You can't fudge an aid there just to help you figure out what encounter to have. You can only fudge a hard rule.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9543720, member: 23751"] A dungeon can't be a rule. The module may tell you to roll for random encounters, but it's always just a suggestion since modules don't make rules. And just because the game has a rule to roll for random encounters, random being whether one is encountered or not, doesn't make the random encounter chart put there as an aid, a rule. This is from the 1e DMG random terrain table. "If a wilderness expedition moves into an area where no detailed map has been prepared in advance, the random terrain determination system below can be utilized with relative ease for a 1 space = 1 mile, or larger, scale.[B] In using it, however, common sense must prevail. [/B]For example, if the expedition is in the north country the forest will be pine or possibly scrub, while in tropical regions it will be jungle. Similarly, if a pond is indicated in two successive spaces, the two should be treated as one larger body of water. [B]The Dungeon Master must also feel free to add to the random terrain as he sees fit in order to develop a reasonable configuration.[/B]" So if the random roll indicates an unreasonable configuration, the DM can and should just ignore that roll and either re-roll, or just decide the terrain as he feels is right. Because the chart is an aid, not a rule that is binding. This is said in the 1e DMG regarding random encounters. "When a random monster encounter is indicated, go to the appropriate portion of the table and roll percentile dice. Read down the Dice Score column until the total of the dice is found, then read right to find the creature encountered. [B]Inappropriate encounters should be ignored and a new number generated in order to gain a reasonable result.[/B]" You can't fudge an aid there just to help you figure out what encounter to have. You can only fudge a hard rule. [/QUOTE]
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