D&D General How do players feel about DM fudging?

How do you, as a player, feel about DM fudging?

  • Very positive. Fudging is good.

    Votes: 5 2.7%
  • Positive. Fudging is acceptable.

    Votes: 41 22.4%
  • Neutral. Fudging sure is a thing.

    Votes: 54 29.5%
  • Negative. Fudging is dubious.

    Votes: 34 18.6%
  • Very negative. Fudging is bad.

    Votes: 49 26.8%

  • Poll closed .

Ovinomancer

No flips for you!
So, you're going to ignore pesky things like facts because they don't support your argument? Okay. You've been shown that this is exactly how it was interpreted back then and this is why fudging became a thing in the game. That you don't happen to like it really doesn't matter.
What facts? You seem to be making an assumption and calling it a fact, because there's nothing in the quote, as noted, that says "fudging" and that is the fact.
And, AFAIC, fudging doesn't become non-fudging just because I show you the die rolls. So, you're saying that if I roll in the open and then declare a different result, that suddenly becomes not-fudging? Not really buying it. Player side fudging mechanics are simply an outgrowth of DM side ones. They are exactly the same result. The only difference appears to be one gets your seal of approval.
I violently disagree with the idea that rerolls came from fudging. I mean, rerolls existed in games long before the idea of a single gamemaster directing the game, much less secret die rolls. It's a bit extreme to say that the GM choosing outcomes in spite of what the mechanics used said morphed into using mechanics normally. Your hangup on die roll changes is showing here, and you've yet to do anything to acknowledge the differences pointed out by multiple posters. You just keep asserting that what you want it true, and then telling others that they're doing what you've done (erroneously in many cases -- erroneously in the sense that they haven't done what you've done and erroneously in the sense that you've made erroneous assertions).
Well, I really don't care about getting your seal of approval to be honest. It doesn't affect my game at all. Changing results is changing results. Doesn't matter who does it or how. It's all the same result - the dice are being ignored and someone at the table has their thumb on the scales.
An accidental death and a murder are the same result as well. Please stop making "ends negate the means" arguments.
Do player fudging mechanics work better? I'd say yes. It takes the pressure off the DM for one which means the DM doesn't have to constantly monitor things. It shares responsibility for the dice not taking over the game among everyone at the table. Fantastic. It has the same result of shaving off the rough edges caused by runs of luck (good or bad). Again, fantastic. So, yeah, I am all for player fudging mechanics.
Well, as pointed out, rerolls are not choosing the outcome unilaterally in spite of the mechanics. Which is what fudging is. Fudging is not the same thing, categorically, as a reroll. You keep focusing on results, but that ignores that a reroll may not change the result while fudging always does.
Secrecy or in the open is completely missing the point. That's just preference. Who cares what I or you or someone else likes? It really doesn't matter. We like what we like and we're not going to suddenly convince anyone else to like what we like or don't. But, a better method for achieving the same results? I think we can all get behind that.
No, secrecy aids the GM in choosing the story outcome the GM wants regardless of actual play -- which is what fudging does. Open rerolls are using the mechanics to create the outcome -- no choice by anyone.
Thus, we see player fudging mechanics proliferate throughout the game. In AD&D, you had virtually none. Now? The players fudge dice constantly. Probably every single session if not every single round of every single encounter.
There are no player fudging mechanics in D&D. None. But if we use your weird definition of a reroll being fudging, you need to start with chapter one in AD&D with the various stat generation methods therein.
 

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Hussar

Legend
I mean, rerolls existed in games long before the idea of a single gamemaster directing the game, much less secret die rolls
Really? I'm rather strugging to think of a game that pre-dates D&D that had any sort of reroll mechanic. Wargames, AFAIK, didn't. And board games don't either. What examples are you thinking of?
An accidental death and a murder are the same result as well. Please stop making "ends negate the means" arguments.

Ahh, yes, we're back to the massively overstated examples of comparing DM fudging to murder now. :erm:

No, secrecy aids the GM in choosing the story outcome the GM wants regardless of actual play -- which is what fudging does. Open rerolls are using the mechanics to create the outcome -- no choice by anyone.

Except all those mechanics where you actually CHOOSE a result. As in unilaterally declaring a result. But, hey, apparently those are totally different from fudging...

There are no player fudging mechanics in D&D. None. But if we use your weird definition of a reroll being fudging, you need to start with chapter one in AD&D with the various stat generation methods therein.

Yup, totally agree. Chargen in AD&D was fudged all the freaking time. That's why we have point buy and standard array now. Because, well, fudging was far more the rule than the exception when it came time to create characters.
 

Ovinomancer

No flips for you!
Really? I'm rather strugging to think of a game that pre-dates D&D that had any sort of reroll mechanic. Wargames, AFAIK, didn't. And board games don't either. What examples are you thinking of?
Try Yahtzee. 1956.

You can also refer to rollover backgammon, a variant documented in a 1974 book on backgammon. This variant gives each player a rollover callout where they can reroll there own roll or force their opponent to reroll. The second results stands. @pemerton because he likes backgammon.
 

Hussar

Legend
What facts? You seem to be making an assumption and calling it a fact, because there's nothing in the quote, as noted, that says "fudging" and that is the fact.
Well, there are a couple of things.

1. The term "fudging" probably didn't even exist in 1982 when Basic/Expert was being written/published, so, expecting that exact wording to appear is a bit unrealistic.

2. There are numerous examples, both anecdotal and from other publications like The Dragon and others, that clearly are referencing the notion that the DM can and will fudge die rolls, meaning that advice like was found in the Expert rules, was being interpreted that way.
 

Hussar

Legend
Try Yahtzee. 1956.

You can also refer to rollover backgammon, a variant documented in a 1974 book on backgammon. This variant gives each player a rollover callout where they can reroll there own roll or force their opponent to reroll. The second results stands. @pemerton because he likes backgammon.
What? Yahtzee doesn't have a reroll mechanic. You have a rolling mechanic, full stop. Up to three rolls (three? Two? God, it's been a long time) to achieve a particular result. That's not a reroll mechanic. And the backgammon rule was introduced in the 1960's. Not exactly common usage I'd say.

The notion of fudging or rerolling was very much not a common thing before RPG's was my point. RPG's adding in fudging as a means to smooth over the rough edges of the random dice. They then moved it to player sided fud... oh, sorry... reroll and result declaration ... as an evolution of game design.
 

Ovinomancer

No flips for you!
Well, there are a couple of things.

1. The term "fudging" probably didn't even exist in 1982 when Basic/Expert was being written/published, so, expecting that exact wording to appear is a bit unrealistic.
A simple google search on "fudging, Dragon magazine" found, as the first result, a pdf of issue #48, from 1981, with the following quote:

"Try to talk with the DM for at least a few minutes before you play. Ask him if and how he has modified the standard AD&D™ rules. Does his magic system favor MagicUsers? Most do. Is his combat system vague? This often means he likes to fudge the results. You will probably like this the first few times you get lucky. Soon, though, you will realize that an unfair combat system makes victories less meaningful. Does this DM ever allow no-saving-throw deaths, other than those examples in the AD&D rules? This can lead to no-saving-throw violence between the players and the DM. Don’t take your cherished character into a killer dungeon. Finally, remember that there is no virtue in unnecessary complication. Do his variants improve the flow of play? Be inquisitive now rather than enraged later. Find out as much as you can, but don’t rush to judgment. Play with anyone once."

This was, again, just using some guestimates about the term and doing a google search. It certainly isn't the first appearance of the word.
2. There are numerous examples, both anecdotal and from other publications like The Dragon and others, that clearly are referencing the notion that the DM can and will fudge die rolls, meaning that advice like was found in the Expert rules, was being interpreted that way.
Yes, prior to when you think the term existed, even. Yet that section you quoted does not mention fudging, and isn't at all the same kind of changing of secretive changing of mechanic outcomes to a preferred result that fudging means.
 

Ovinomancer

No flips for you!
What? Yahtzee doesn't have a reroll mechanic. You have a rolling mechanic, full stop. Up to three rolls (three? Two? God, it's been a long time) to achieve a particular result. That's not a reroll mechanic. And the backgammon rule was introduced in the 1960's. Not exactly common usage I'd say.

The notion of fudging or rerolling was very much not a common thing before RPG's was my point. RPG's adding in fudging as a means to smooth over the rough edges of the random dice. They then moved it to player sided fud... oh, sorry... reroll and result declaration ... as an evolution of game design.
I make my first roll. I then select which dice I wish to roll again and which I wish to keep. I can keep as many as I want, or reroll as many as I want. I get three tosses, the second and third of which are rerolling as I outlined above. Your special pleading is showing, alongside your evidence-less assertions.
 


Thomas Shey

Legend
Well, there are a couple of things.

1. The term "fudging" probably didn't even exist in 1982 when Basic/Expert was being written/published, so, expecting that exact wording to appear is a bit unrealistic.

It did. I saw it in APAs by 1976 at the latest.

2. There are numerous examples, both anecdotal and from other publications like The Dragon and others, that clearly are referencing the notion that the DM can and will fudge die rolls, meaning that advice like was found in the Expert rules, was being interpreted that way.

This, however, is probably true.
 

Lanefan

Victoria Rules
If a change is diegetic, it is not fudging--period. If a change is done openly, it is not fudging--period.
If I tell the players I'm changing a crit to an ordinary hit so as not to kill off Falstaff it is fudging every bit as much as if I do the same thing and don't tell them.

Fudging = arbitrarily changing a die roll from something undesired to something desired. Whether or not you tell anyone about it is irrelevant.
If the change applies to things which have not entered the play-space, or which are irrelevant to resolving a contested situation, it is not fudging--period. Rerolls are open, and occasionally also diegetic, so they are not fudging. Period.
Reroll meta-mechanics are just sanctioned fudging IMO, and are thus poor design. Edit to add: poor design in an RPG. In Yahtzee where re-rolling is a built-in part of the structure of the game, it's fine.
 

Hussar

Legend
If I tell the players I'm changing a crit to an ordinary hit so as not to kill off Falstaff it is fudging every bit as much as if I do the same thing and don't tell them.

Fudging = arbitrarily changing a die roll from something undesired to something desired. Whether or not you tell anyone about it is irrelevant.

Totally agree
Reroll meta-mechanics are just sanctioned fudging IMO, and are thus poor design. Edit to add: poor design in an RPG. In Yahtzee where re-rolling is a built-in part of the structure of the game, it's fine.
Totally disagree. Reroll mechanics have a very strong place in the game and are, IMO, an excellent design. It might be something you don't like, but, that doesn't make it poor design. The evolution of fudging mechanics in RPG's is pretty clear. We started with most of it being hidden behind the DM's screen and it has now moved into the open and can be planned for.

Think about it this way. The developers couldn't know that most groups were going to fudge their character creation. Paladins were rare because you needed high rolls to get one. But, if people are just fudging the rolls, then paladins stop being rare. Same with rangers and druids and monks. All that gating of group power behind die rolls during chargen goes straight out the window as soon as the rubber meets the road.

So, you can easily wind up with a group of six PC's that include a ranger, a paladin and a druid/thief/MU. :D Which in turn means that other limitations and whatnot stop working. Those level limited demi-humans? Well, it says right there if I've got an 18 Int, my elven MU can now go up to 15th level (or whatever the numbers are) so, poof, my elven MU is always going to have an 18 or 19 int.

When fudging is purely ad hoc DM fiat, there's no way to design around it. When it's player facing and defined, then you can start to incorporate it into your design decisions.
 

robus

Lowcountry Low Roller
Supporter
Coming in late to this discussion, so apologies if I’m repeating a point made already.

My opinion is if I’m doing my job as DM I’m turning the dials of the game to match the capabilities of my players in order to challenge them appropriately. I do that as part of my encounter prep of course, but I can also do it during the session if I feel like I’ve wildly miscalculated. This could happen during a boss fight (and did during the final level 20 boss encounter of my last campiagn). The players were going to win but the challenge was not matching expectations so I added HP/minions as needed to keep the players on their toes. It was an epic and memorable climax to the campaign rather than the opposite.)

There are a number of dials we can turn during an encounter in order to provide the desired challenge:

  • HP
  • Legendary Resistance
  • Lair actions
  • Monster action choices
  • More monsters
  • And more I’m sure I’m forgetting

The one thing we use that isn’t a dial is the dice. Don’t roll dice if you’re not going to abide by the result.
 


DEFCON 1

Legend
Supporter
There are a number of dials we can turn during an encounter in order to provide the desired challenge:

  • HP
  • Legendary Resistance
  • Lair actions
  • Monster action choices
  • More monsters
  • And more I’m sure I’m forgetting

The one thing we use that isn’t a dial is the dice. Don’t roll dice if you’re not going to abide by the result.
So are you suggesting that it's okay to adjust a monster's HP during the fight (up or down) to set up a result, but changing a die roll is not? That doesn't make much sense to me. Because all that means is that you could theoretically decide to adjust a monster's HP up high enough to just counteract the hit and damage roll you weren't willing to change so the monster ends up in the exact same place-- just as if you had fudged the attack roll to a miss. Personally... I don't see one being any better or worse than another.

And this is really why I think fudging is "good"-- because a large number of people here are giving all kinds of scenarios where changing game mechanics to alter results is fine for them in maybe one specific way and which they don't consider it "fudging", but yet will believe that doing it in all different other ways is bad, bad, bad. And it seems like every single one of those people have a different thing that they say is okay.

To me though... when anyone has to go over their own particular details and picadillos with such a fine-toothed comb to justify their preferences... I just throw my hands up and say "Why get so hung up on it?" Why waste your own time with those attempts at justification? Just be comfortable with what you are doing and not care how anyone else thinks about it. Just be comfortable with fudging as a "thing" you and/or other people do. And not worry about it!

People fudge. It's fine. You fudge. That's also fine. Other people fudge only when they tell their players openly that they are doing it. Fine as well. Other folks say they don't fudge at all but sometimes just give free successes when the players did something cool. Fine again. And some people run their games as though they are just like a computer program and make no allowances or changes or fudges or anything. Fine.

Do whatever you want! Just don't put yourself out over it. You have better things to do than trying to fool yourself. :)
 

Ovinomancer

No flips for you!
So are you suggesting that it's okay to adjust a monster's HP during the fight (up or down) to set up a result, but changing a die roll is not? That doesn't make much sense to me. Because all that means is that you could theoretically decide to adjust a monster's HP up high enough to just counteract the hit and damage roll you weren't willing to change so the monster ends up in the exact same place-- just as if you had fudged the attack roll to a miss. Personally... I don't see one being any better or worse than another.

And this is really why I think fudging is "good"-- because a large number of people here are giving all kinds of scenarios where changing game mechanics to alter results is fine for them in maybe one specific way and which they don't consider it "fudging", but yet will believe that doing it in all different other ways is bad, bad, bad. And it seems like every single one of those people have a different thing that they say is okay.

To me though... when anyone has to go over their own particular details and picadillos with such a fine-toothed comb to justify their preferences... I just throw my hands up and say "Why get so hung up on it?" Why waste your own time with those attempts at justification? Just be comfortable with what you are doing and not care how anyone else thinks about it. Just be comfortable with fudging as a "thing" you and/or other people do. And not worry about it!

People fudge. It's fine. You fudge. That's also fine. Other people fudge only when they tell their players openly that they are doing it. Fine as well. Other folks say they don't fudge at all but sometimes just give free successes when the players did something cool. Fine again. And some people run their games as though they are just like a computer program and make no allowances or changes or fudges or anything. Fine.

Do whatever you want! Just don't put yourself out over it. You have better things to do than trying to fool yourself. :)
So, let's unpack this a moment. When dice are rolled, the mechanics of the system have been invoked to resolve a conflict. This conflict is one of two things -- either two (or more) people at the table want different, mutually exclusive things to happen or the system demands a thing happen and there's a need to determine what thing happens here. Effectively, a wager has been made, and everyone's got stakes in the outcomes.

So, then, wagers are a thing where people expect the nature of the wager to be resolved fairly. But the bits that lead into the wager are up for grabs -- we can set terms in lots of ways, but once set, those are expected to be the terms of the wager. If I reach for dice as a GM, I'll only do so if the terms are clear and set and so the dice are going to determine the outcome. I don't reach for dice willy-nilly and then decide if I actually liked the wager -- or at least I really try not to. It happens, on occasion, because no one is perfect, but at that moment I discuss what just happened and why and what I feel about it and the table can decide if we want to let that wager go and replace it with a new one or something else. It will not be my decision as the GM because that's not my place to decide anymore -- my place to decide was before the dice were rolled.
 

Ovinomancer

No flips for you!
Totally agree

Totally disagree. Reroll mechanics have a very strong place in the game and are, IMO, an excellent design. It might be something you don't like, but, that doesn't make it poor design. The evolution of fudging mechanics in RPG's is pretty clear. We started with most of it being hidden behind the DM's screen and it has now moved into the open and can be planned for.
No, again. Reroll mechanics did not originate from fudging. Look at Advantage, the most recent iteration. This isn't a reroll because a result was unwanted and a different outcome selected, it's instead a way to model the same thing a +2 to the roll for advantageous circumstance that the previous two editions had. Except this is modified to prevent the large bonus stackings of the previous two editions and stick within the concepts of bounded accuracy better. It's not at all about choosing a preferred outcome, but about representing a diegetic concept into the mechanics. It's a "reroll" totally divorced from the intent of fudging.

As are most all reroll mechanics -- they represent something diegetic in the system, like being really good at something and so reducing the randomness of the mechanics to reflect that these things just aren't that random for your PC in that situation. In D&D, it's typically there to reduce the swingy nature of the d20 in situations that the diegetic framework suggests shouldn't be that swingy. It's not about selecting outcomes, but altering the random nature of the outcome by adjusting the randomness, not eliminating it.

The closest you'll come to finding an example of your argument would be Inspiration. This is a tokenized reroll mechanic that is divorced from the diegetic framework (or, at best, loosely attached). But, even here, it differs from fudging in that it's not about choosing a desired outcome, but rather altering the random distribution of outcomes. It's still a mechanic that alters the chance of outcomes, but doesn't select them based on arbitrary whim.
Think about it this way. The developers couldn't know that most groups were going to fudge their character creation. Paladins were rare because you needed high rolls to get one. But, if people are just fudging the rolls, then paladins stop being rare. Same with rangers and druids and monks. All that gating of group power behind die rolls during chargen goes straight out the window as soon as the rubber meets the road.

So, you can easily wind up with a group of six PC's that include a ranger, a paladin and a druid/thief/MU. :D Which in turn means that other limitations and whatnot stop working. Those level limited demi-humans? Well, it says right there if I've got an 18 Int, my elven MU can now go up to 15th level (or whatever the numbers are) so, poof, my elven MU is always going to have an 18 or 19 int.

When fudging is purely ad hoc DM fiat, there's no way to design around it. When it's player facing and defined, then you can start to incorporate it into your design decisions.
This doesn't describe my experiences with the game at that time at all. We had 1 paladin in a long (5 year) campaign, and one other set of stats that could have been a paladin. We never saw any STR over 18/77 without a magic item. I played a thief with a DEX of 15 because it was my highest stat -- everything else was 10 or lower (thankfully the lowest was a 7). I don't know what to tell you other than please stop making your experiences the assumed default for play.
 

Warpiglet-7

Cry havoc! And let slip the pigs of war!
A simple google search on "fudging, Dragon magazine" found, as the first result, a pdf of issue #48, from 1981, with the following quote:

"Try to talk with the DM for at least a few minutes before you play. Ask him if and how he has modified the standard AD&D™ rules. Does his magic system favor MagicUsers? Most do. Is his combat system vague? This often means he likes to fudge the results. You will probably like this the first few times you get lucky. Soon, though, you will realize that an unfair combat system makes victories less meaningful. Does this DM ever allow no-saving-throw deaths, other than those examples in the AD&D rules? This can lead to no-saving-throw violence between the players and the DM. Don’t take your cherished character into a killer dungeon. Finally, remember that there is no virtue in unnecessary complication. Do his variants improve the flow of play? Be inquisitive now rather than enraged later. Find out as much as you can, but don’t rush to judgment. Play with anyone once."

This was, again, just using some guestimates about the term and doing a google search. It certainly isn't the first appearance of the word.

Yes, prior to when you think the term existed, even. Yet that section you quoted does not mention fudging, and isn't at all the same kind of changing of secretive changing of mechanic outcomes to a preferred result that fudging means.
Nice find!

I think the amount that fudging bothers a person is probably correlated with the emphasis on aspects of the game.

for example, my group enjoys war games and the emphasis on “earning” a victory and sucking it up when we lose.

I bet some people that are less into emergent play like us and are more story based are less bothered by it.

but dragon had it right for us—-if we get a bunch of get out of jail free cards, we are annoyed.

we have hassled our dm before and said “dude, it’s ok. We died!”

our exception is when the dm does something on the fly, adding things we where we can’t Make a choice…course correction is a different matter. But if we make a choice and die, we die. If we win and survive a risk, there is yelling and high fives!
 

Ovinomancer

No flips for you!
Nice find!

I think the amount that fudging bothers a person is probably correlated with the emphasis on aspects of the game.

for example, my group enjoys war games and the emphasis on “earning” a victory and sucking it up when we lose.

I bet some people that are less into emergent play like us and are more story based are less bothered by it.

but dragon had it right for us—-if we get a bunch of get out of jail free cards, we are annoyed.

we have hassled our dm before and said “dude, it’s ok. We died!”

our exception is when the dm does something on the fly, adding things we where we can’t Make a choice…course correction is a different matter. But if we make a choice and die, we die. If we win and survive a risk, there is yelling and high fives!
I'm not sure this is correct. I very much enjoy Story Now games, which are far more focused on generating dramatic events than D&D-alikes, but there the mechanics are very much important to follow and not fudge. Fudging there completely eliminates the purpose of play -- to find out what happens for everyone involved. Fudging is more about one person deciding what happens.

Heck, even in storygames, which are organized around telling a story and feature mechanics like conch passing and consensus conflict resolution, you still have an adherence to the mechanics that is important and shouldn't be fudged. Fudging really only shows up in games where there's a heavy process sim mechanical suite and when that conflicts with a non-process-sim agenda like telling a story. It's a symptom of a mismatch between system and agenda of play where the system is spitting out results that go against the agenda of play (at least of the GM, perhaps also the entire table).
 

Warpiglet-7

Cry havoc! And let slip the pigs of war!
I'm not sure this is correct. I very much enjoy Story Now games, which are far more focused on generating dramatic events than D&D-alikes, but there the mechanics are very much important to follow and not fudge. Fudging there completely eliminates the purpose of play -- to find out what happens for everyone involved. Fudging is more about one person deciding what happens.

Heck, even in storygames, which are organized around telling a story and feature mechanics like conch passing and consensus conflict resolution, you still have an adherence to the mechanics that is important and shouldn't be fudged. Fudging really only shows up in games where there's a heavy process sim mechanical suite and when that conflicts with a non-process-sim agenda like telling a story. It's a symptom of a mismatch between system and agenda of play where the system is spitting out results that go against the agenda of play (at least of the GM, perhaps also the entire table).
Could be I am using the term incorrectly.

I have seen groups where their character’s story is semi mapped out. Or there is a big wish list and they want to see the story conclude. It seems DM and players are trying to make that happen.

meanwhile, our group has characters with personalities but no overall story goal. We are presented with challenges and see where it goes. We are into surviving and setting goals and seeing what happens—-some of the story is born of failures and character deaths (though not frequent death like becmi).

if we take on a horde and die, we like it to stick. When we win we feel like we “really won.”

so taking out technical terms I might be using inappropriately, I will just say fudging clearly bothers some types of groups more than others. Mine does not care for it—-though we have been captured instead of killed a time or two over the decades when the DM felt we were railroaded.

I have also heard of people “cheating” by tricky moves with dice or numbers on their sheet.

This too is foreign to me to the extent I would not even understand the fun they derive an any but a very academic level. Heavy fudge and actual cheating just does not compute…
 

DEFCON 1

Legend
Supporter
So, let's unpack this a moment. When dice are rolled, the mechanics of the system have been invoked to resolve a conflict. This conflict is one of two things -- either two (or more) people at the table want different, mutually exclusive things to happen or the system demands a thing happen and there's a need to determine what thing happens here. Effectively, a wager has been made, and everyone's got stakes in the outcomes.

So, then, wagers are a thing where people expect the nature of the wager to be resolved fairly. But the bits that lead into the wager are up for grabs -- we can set terms in lots of ways, but once set, those are expected to be the terms of the wager. If I reach for dice as a GM, I'll only do so if the terms are clear and set and so the dice are going to determine the outcome. I don't reach for dice willy-nilly and then decide if I actually liked the wager -- or at least I really try not to. It happens, on occasion, because no one is perfect, but at that moment I discuss what just happened and why and what I feel about it and the table can decide if we want to let that wager go and replace it with a new one or something else. It will not be my decision as the GM because that's not my place to decide anymore -- my place to decide was before the dice were rolled.
Right. And for you, that wager is important. But for a bunch of other people... the "wager" of how the game mechanics of D&D play out is not. D&D mechanics (and thus results) just aren't that important or sacred. They're nice to have... they are fun to use and can give interesting results... but they aren't sacrosanct. We just aren't that concerned. And which is why all manner of people are okay with any number of the different ways that results don't end being the way others think the results should be.

For me... it's always been "If I'm not going sweat A, why get hung up on sweating B or C?" And if you sweat A, B, and C? That's cool! Glad you're enjoying your game!
 

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