In many cases, it's because the player has been conditioned to expect the GM to save them with fudging. Why run away when you can always count on the GM to fudge things so that you'll win?
Or if you reduce a monster's hit points or change its tactics so the adventurers don't get killed, do you give them less - or zero - experience for the encounter?By the way, one question I haven't seen in the thread (though I might have missed it) is whether DMs add/subtract XP when fudging. I.e. you let the BBEG survive a round 1 lethal save, do you award more XP?
WotC got the stats wrong, do you mind if I fix the stats mid-game to reflect what I think they should be?
This one really bothers me as a player. I hate when GMs adjust monster hp achieve the "correct" length of time for an encounter.you're killing my monster too fast, do you mind if I adjust the stats to make him last longer?
I mind very much. Not a huge fan of combat heavy games but when it happens make it a real threat, don't save my guy because that feels like playing a video game with the cheats on to me.the attack roll will kill you way too quick. Do you mind if I lower the damage?
By the way, one question I haven't seen in the thread (though I might have missed it) is whether DMs add/subtract XP when fudging. I.e. you let the BBEG survive a round 1 lethal save, do you award more XP?
Interesting that neither of these questions generated a response.Or if you reduce a monster's hit points or change its tactics so the adventurers don't get killed, do you give them less - or zero - experience for the encounter?
Interesting that neither of these questions generated a response.
I'm guessing the answer is, "Of course not, because then the players would know I was fudging."
this touches on another aspect of the fudging issue.
playing with the dice rolls in public view and vowing to never fudge sort of assumes the system is so perfect and balanced (and run correctly by the GM), that all encounters are "fair". I quoted that word and use it loosely for a reason.
In the realm of not changing die results, but changing HP on a BBEG, how is that different than the work you did during adventure design, where you decided the BBEG would have 200 instead of 100 HP?
What rules guided you that said 200 HP is fair for the NPC to have when you designed the encounter?
If you can build unreasonable or unfair during the design stage legally, what makes changing things during the execution stage illegal? Functionally, the outcome is equivalent.
Personally, if I have decent challenge level calculations that I follow during the design stage, I then can assume that my BBEG is of a correct difficulty level over the party, and that whatever happens from the dice rolls should be accepted as fair.
I don't know about 4e, but prior editions have yet to hit that mark. As such, I think that drives some GMs to make in-game corrections when they are realized.
When I fugde, it is generally to save the life of a PC that would otherwise die so quickly that the player cannot make a course correction. Frex, round 1, the BBEG hitting the PC for enough damage to kill him. The PC would have no chance to realize he is in over his head and withdraw. Whacking him down to 2HP makes it pretty clear that his next action should be to change tactics, or he will die. You can bet, the next round will kill the PC if I score a hit and the PC was dumb enough to stick around.
I never give the bad guy more or less hitpoints. I never negate a saving throw to spare the bad guy. I might be a softy for giving the PCs a second chance from damage, but that's about as far as I go.
Interesting that neither of these questions generated a response.
I'm guessing the answer is, "Of course not, because then the players would know I was fudging."