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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="kenada" data-source="post: 8923127" data-attributes="member: 70468"><p>How appropriate it is to fudge depends on the game. For games that leverage integrated mechanics and principles (like PbtA and FitD), fudging fundamentally violates the design of the system. For D&D? Not so much depending on how the group wants to play (as discussed in session zero, etc).</p><p></p><p></p><p>This reads a lot more into my post than what I wrote. I’m not saying that every roll should be fudged. I’m noting that the “story” game described in the OP had more in common with the style of D&D play that uses fudging. There have been comments here in this thread that have mentioned the drama and excitement of rolling the dice—and not wanting that ruined by an unfortunate roll.</p><p></p><p></p><p>I moved this up because I wanted to address it along with the prior point. This quote seems doesn’t seem to disagree substantively with what I was saying above. It even has an example of “giving an edge” to make sure a clue is found that may lead to something especially entertaining. That seems to be the sort of thing the drama/excitement folks want.</p><p></p><p></p><p>I almost mentioned secret rolls, but I wanted to keep my post brief. I would include them in the above since the secret roll has a different role from just determining the results (hiding information, DM tasks like wandering monsters, etc). To be clear, I’m not maligning secret rolls but including them as additional contrast with the idea of rolling everything in the open and taking the result where it lies.</p><p></p><p></p><p>This seems questionable to me. If the DM said they would not fudge and then did it anyway, I think people would start looking for other violations of the social contract.</p></blockquote><p></p>
[QUOTE="kenada, post: 8923127, member: 70468"] How appropriate it is to fudge depends on the game. For games that leverage integrated mechanics and principles (like PbtA and FitD), fudging fundamentally violates the design of the system. For D&D? Not so much depending on how the group wants to play (as discussed in session zero, etc). This reads a lot more into my post than what I wrote. I’m not saying that every roll should be fudged. I’m noting that the “story” game described in the OP had more in common with the style of D&D play that uses fudging. There have been comments here in this thread that have mentioned the drama and excitement of rolling the dice—and not wanting that ruined by an unfortunate roll. I moved this up because I wanted to address it along with the prior point. This quote seems doesn’t seem to disagree substantively with what I was saying above. It even has an example of “giving an edge” to make sure a clue is found that may lead to something especially entertaining. That seems to be the sort of thing the drama/excitement folks want. I almost mentioned secret rolls, but I wanted to keep my post brief. I would include them in the above since the secret roll has a different role from just determining the results (hiding information, DM tasks like wandering monsters, etc). To be clear, I’m not maligning secret rolls but including them as additional contrast with the idea of rolling everything in the open and taking the result where it lies. This seems questionable to me. If the DM said they would not fudge and then did it anyway, I think people would start looking for other violations of the social contract. [/QUOTE]
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