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How do players feel about DM fudging?
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<blockquote data-quote="Grendel_Khan" data-source="post: 8594018" data-attributes="member: 7028554"><p>Couldn't agree more. I've started to wonder if retreating--especially a fighting retreat--really works mechanically in just about any trad system. Something as narratively common and straightforward as "holding off the enemy" or suppression fire often has no rules, or else terribly complex and usually low-powered subsystems. The mechanical incentives are almost always to win by dropping targets. Even doing something like throwing a bomb to delay pursuers or bashing a hole in a wall to flee through just gets lost in the details, or means you're essentially giving up multiple turns while others get the satisfying multi-mechanic experience of fighting.</p><p></p><p>If nothing else, though, games where running means enemies get free attacks on you? Yeesh. All the more incentive to stand your ground, daring the GM to murder you.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8594018, member: 7028554"] Couldn't agree more. I've started to wonder if retreating--especially a fighting retreat--really works mechanically in just about any trad system. Something as narratively common and straightforward as "holding off the enemy" or suppression fire often has no rules, or else terribly complex and usually low-powered subsystems. The mechanical incentives are almost always to win by dropping targets. Even doing something like throwing a bomb to delay pursuers or bashing a hole in a wall to flee through just gets lost in the details, or means you're essentially giving up multiple turns while others get the satisfying multi-mechanic experience of fighting. If nothing else, though, games where running means enemies get free attacks on you? Yeesh. All the more incentive to stand your ground, daring the GM to murder you. [/QUOTE]
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How do players feel about DM fudging?
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