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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Coroc" data-source="post: 7908559" data-attributes="member: 6895991"><p>The DM is not a computer with game files stored in his brain. He is human aka adaptive to sudden changes.</p><p></p><p>The party otoh does only see what is presented. It does not know the setup intended by the DM initially before he changed it midgame for some reason.</p><p>Call this metagaming all you like but you have to admit that this is the difference which makes PnP much more fun than any computer game sometimes.</p><p></p><p>If you cheat as a DM for drama or plot then do it so that the party does not get the tiniest clue about it.</p><p>E.g. roll in the open, use monster HP as only emergency discriminator, do not change their combat behavior so it gets notable, like e.g.:</p><p></p><p>Party fights a mage, mage casts a fireball, party is heavily damaged. Another two spells like this and it is a TPK.</p><p>How you do cheat in this case w/o the party noticing (assuming you want to keep the party alive)?</p><p>If the wizard now only puts out low damage spells someone in the party might notice, but if you noted down your spreadsheet for the mobs like this (like I heavily recommend):</p><p>Mage HP 35, 8d4 + 16, 24......48 (assuming mage has a Co of 14 for +2) you can easily wing it.</p><p>Assume the mage is already hit so he has got 15 HP left of his intended 35 just reduce mentally from 35 to 25 so he has got only 5hp left instead, and the next hit by the party is fatal. No need to hide rolls behind your DM screen for this.</p><p></p><p>Another example: you have a great solo boss mob HP 142 15d8+75 90....195 (Assuming Co of 20), but your party has very good luck on the dice and dishes out 135 HP in the first round. One more hit, and the big bad one goes down not very dramatically. So just mentally up his HP to the 195 and you got another two or three rounds of fight.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7908559, member: 6895991"] The DM is not a computer with game files stored in his brain. He is human aka adaptive to sudden changes. The party otoh does only see what is presented. It does not know the setup intended by the DM initially before he changed it midgame for some reason. Call this metagaming all you like but you have to admit that this is the difference which makes PnP much more fun than any computer game sometimes. If you cheat as a DM for drama or plot then do it so that the party does not get the tiniest clue about it. E.g. roll in the open, use monster HP as only emergency discriminator, do not change their combat behavior so it gets notable, like e.g.: Party fights a mage, mage casts a fireball, party is heavily damaged. Another two spells like this and it is a TPK. How you do cheat in this case w/o the party noticing (assuming you want to keep the party alive)? If the wizard now only puts out low damage spells someone in the party might notice, but if you noted down your spreadsheet for the mobs like this (like I heavily recommend): Mage HP 35, 8d4 + 16, 24......48 (assuming mage has a Co of 14 for +2) you can easily wing it. Assume the mage is already hit so he has got 15 HP left of his intended 35 just reduce mentally from 35 to 25 so he has got only 5hp left instead, and the next hit by the party is fatal. No need to hide rolls behind your DM screen for this. Another example: you have a great solo boss mob HP 142 15d8+75 90....195 (Assuming Co of 20), but your party has very good luck on the dice and dishes out 135 HP in the first round. One more hit, and the big bad one goes down not very dramatically. So just mentally up his HP to the 195 and you got another two or three rounds of fight. [/QUOTE]
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