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General Tabletop Discussion
*Dungeons & Dragons
How do players feel about DM fudging?
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<blockquote data-quote="LordEntrails" data-source="post: 8594464" data-attributes="member: 6804070"><p>To me it is. In both impromptu and planned encounters, you are estimating wat will be a fun encounter. Fudging is changing that part way through the encounter. To me, its not having faith in the players being able to account for their current situation and adapting to it.</p><p></p><p>So, you plan a CR 12 Deadly encounter yet when the party reaches it they are spent, it is there job to know they can't handle it and to avoid it or retreat or deal with it in another way. No need for you to remove their agency and the importance of their choices (good or bad) by fudging.</p><p></p><p>In an impromptu encounter you decide a CR 10 moderate encounter is appropriate and not a CR12 Deadly. </p><p></p><p>In both cases you are making a plan based upon your current information. In both cases you might be right or wrong as to how hard it will be. But in both cases the party is presented with a challenge and gets to deal wit it appropriately.</p><p></p><p>No. You are making rulings, not adjusting a plan just to accommodate die rolls.</p><p></p><p>Fixed rules are fine. If you don't need a die roll, don't roll one. DM inspiration? Well, imo if it is to help out the party, then that's bad. Because once again you are removing player agency and the importance of their good and bad decisions.</p><p></p><p>It's happened more than once. But no, they did not. Because like many in this thread, they thought fudging to increase fun was part of their toolkit and felt no need to explain it. Just like most DM's would not bother to pre-explain that they might use random encounters or random treasure generation, why would pre-discussing fudging be needed?</p><p></p><p>(Not that I agree, but that is the viewpoint it usually comes down to.)</p><p></p><p>I will say when I start a campaign that I do discuss it. That I generally I don't fudge, or insure that they can beat every encounter through combat, or that they are going to "win" every situation. That I plan to lay out situations, and react to their actions with what it seems logical for the factions to do, come what may - within expectations that in general they will be the heroes of the story.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 8594464, member: 6804070"] To me it is. In both impromptu and planned encounters, you are estimating wat will be a fun encounter. Fudging is changing that part way through the encounter. To me, its not having faith in the players being able to account for their current situation and adapting to it. So, you plan a CR 12 Deadly encounter yet when the party reaches it they are spent, it is there job to know they can't handle it and to avoid it or retreat or deal with it in another way. No need for you to remove their agency and the importance of their choices (good or bad) by fudging. In an impromptu encounter you decide a CR 10 moderate encounter is appropriate and not a CR12 Deadly. In both cases you are making a plan based upon your current information. In both cases you might be right or wrong as to how hard it will be. But in both cases the party is presented with a challenge and gets to deal wit it appropriately. No. You are making rulings, not adjusting a plan just to accommodate die rolls. Fixed rules are fine. If you don't need a die roll, don't roll one. DM inspiration? Well, imo if it is to help out the party, then that's bad. Because once again you are removing player agency and the importance of their good and bad decisions. It's happened more than once. But no, they did not. Because like many in this thread, they thought fudging to increase fun was part of their toolkit and felt no need to explain it. Just like most DM's would not bother to pre-explain that they might use random encounters or random treasure generation, why would pre-discussing fudging be needed? (Not that I agree, but that is the viewpoint it usually comes down to.) I will say when I start a campaign that I do discuss it. That I generally I don't fudge, or insure that they can beat every encounter through combat, or that they are going to "win" every situation. That I plan to lay out situations, and react to their actions with what it seems logical for the factions to do, come what may - within expectations that in general they will be the heroes of the story. [/QUOTE]
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How do players feel about DM fudging?
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