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How do players feel about DM fudging?
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<blockquote data-quote="aco175" data-source="post: 8594144" data-attributes="member: 27385"><p>I'm trying to think of all the things I did in the last game that me or others here may think is fudging on my part. The 2nd level group was attacking a cult hideout with kobolds. They were getting to the large room with a ritual going on and expected to fight 4 kobolds, a caster kobold, and a hobgoblin. There was a chance that the noise could be heard from the cultists in the room down from a ledge overlooking the big room. These are all things I did during play as the big fight was going on.</p><p></p><p>1 I did not have anything written down for the DC to climb the wall to the ledge. I have a 2nd level group and went with a DC12 Athletics. It was a 20ft wall, so the PCs needed a double move to get to the top, the rogue did not climb.</p><p></p><p>2 I changed the caster's healing potion from listed at the table to on him so he could take it since he nearly died in the first round of combat.</p><p></p><p>3 The custists did hear the fight and the leader came to the ledge and was going to use cool power to float down and fight, but most everyone in the room was dead, so he was going to wait until the others that could not fly could circle around and attack from the PCs rear. I had wrote that it would take 3 rounds, but changed that to only 2 and allowed them to have the kobold cooks join them since the PCs went past the cooks. In reality, the 3 rounds should have been 4 if they stopped to collect the cooks, but I could argue that the cooks hears the fighting and came to peek in and were in the hall and not the kitchen.</p><p></p><p>4 I changed the hobgoblin's crossbow to a spear so he could throw it.</p><p></p><p>5 I allowed the burning hands spell to destroy the animal skins blocking the doorway so the PCs could see the remaining cultists behind the cooks after the spell killed all of them.</p><p></p><p>6 I did allow one of the PCs to have advantage on the save from the casters dragon breath ability, since they were behind a column.</p><p></p><p>7 I did lower the cooks attack to +2 and only deal 1d4 since they were old and feeble, but also since I just added 4 more monsters to the encounter. They all took a burning hands for 13 or half, so it did not matter.</p><p></p><p>There may have been a few more things I did that I do not recall. Some of the things were because nothing was written for that part of the encounter, or the PCs actions were not planned for and I needed to adjust. Curious to see what people think on whether or not all the things are fudge or adjusting.</p></blockquote><p></p>
[QUOTE="aco175, post: 8594144, member: 27385"] I'm trying to think of all the things I did in the last game that me or others here may think is fudging on my part. The 2nd level group was attacking a cult hideout with kobolds. They were getting to the large room with a ritual going on and expected to fight 4 kobolds, a caster kobold, and a hobgoblin. There was a chance that the noise could be heard from the cultists in the room down from a ledge overlooking the big room. These are all things I did during play as the big fight was going on. 1 I did not have anything written down for the DC to climb the wall to the ledge. I have a 2nd level group and went with a DC12 Athletics. It was a 20ft wall, so the PCs needed a double move to get to the top, the rogue did not climb. 2 I changed the caster's healing potion from listed at the table to on him so he could take it since he nearly died in the first round of combat. 3 The custists did hear the fight and the leader came to the ledge and was going to use cool power to float down and fight, but most everyone in the room was dead, so he was going to wait until the others that could not fly could circle around and attack from the PCs rear. I had wrote that it would take 3 rounds, but changed that to only 2 and allowed them to have the kobold cooks join them since the PCs went past the cooks. In reality, the 3 rounds should have been 4 if they stopped to collect the cooks, but I could argue that the cooks hears the fighting and came to peek in and were in the hall and not the kitchen. 4 I changed the hobgoblin's crossbow to a spear so he could throw it. 5 I allowed the burning hands spell to destroy the animal skins blocking the doorway so the PCs could see the remaining cultists behind the cooks after the spell killed all of them. 6 I did allow one of the PCs to have advantage on the save from the casters dragon breath ability, since they were behind a column. 7 I did lower the cooks attack to +2 and only deal 1d4 since they were old and feeble, but also since I just added 4 more monsters to the encounter. They all took a burning hands for 13 or half, so it did not matter. There may have been a few more things I did that I do not recall. Some of the things were because nothing was written for that part of the encounter, or the PCs actions were not planned for and I needed to adjust. Curious to see what people think on whether or not all the things are fudge or adjusting. [/QUOTE]
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