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General Tabletop Discussion
*Dungeons & Dragons
Player fudging: Destiny Points
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6806906" data-attributes="member: 6701872"><p>I rate the experience as not incredibly important (meaning the game would work just fine without them), but enjoyable because the players can use them as a means of reducing the occurrence of situations they personally find undesirable (basically, that do what pro-fudging DMs hope that they are doing for their players by fudging, but without any doubt that the odds are only being changed when the player most affected actually wants them changed).</p><p></p><p>I agree that it depends on the type of game play experience that is being sought, so I might at times run a campaign of D&D that doesn't utilize them for style reasons, and I don't add similar systems to other games that don't present them (i.e. I don't add a similar player resource to Call of Cthulhu).</p><p></p><p>As for forgetting to use them, that's not an issue at my table because I operate with full transparency so the players know what the consequence of failing a roll is going to be, and how much they've failed by (i.e. "Make a Constitution saving throw to resist being paralyzed" and "That's a fail by 2.") which keeps the player in the mindset of "Oh, I could use a hero point an probably get that."</p><p></p><p>For the hoarding, I pointed out a few campaigns back the list of expendable resources that were hoarded by the group for reasons along the lines of "...it might be more useful later" and never used during the campaign and it was like 60 items long (an average of more than 1 unused expendable item per session in the campaign), which helped them to realize that hoarding the items actually had the opposite effect of their desire (to use the items found to make challenges easier) so they've entirely quit hoarding.</p><p></p><p>Plus, they know how much more play until they gain a level (because of full transparency) and reset their stock of points, and since the unused points don't carry over they make sure to use them when it feels like maybe they should because otherwise they are effectively wasting the points.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6806906, member: 6701872"] I rate the experience as not incredibly important (meaning the game would work just fine without them), but enjoyable because the players can use them as a means of reducing the occurrence of situations they personally find undesirable (basically, that do what pro-fudging DMs hope that they are doing for their players by fudging, but without any doubt that the odds are only being changed when the player most affected actually wants them changed). I agree that it depends on the type of game play experience that is being sought, so I might at times run a campaign of D&D that doesn't utilize them for style reasons, and I don't add similar systems to other games that don't present them (i.e. I don't add a similar player resource to Call of Cthulhu). As for forgetting to use them, that's not an issue at my table because I operate with full transparency so the players know what the consequence of failing a roll is going to be, and how much they've failed by (i.e. "Make a Constitution saving throw to resist being paralyzed" and "That's a fail by 2.") which keeps the player in the mindset of "Oh, I could use a hero point an probably get that." For the hoarding, I pointed out a few campaigns back the list of expendable resources that were hoarded by the group for reasons along the lines of "...it might be more useful later" and never used during the campaign and it was like 60 items long (an average of more than 1 unused expendable item per session in the campaign), which helped them to realize that hoarding the items actually had the opposite effect of their desire (to use the items found to make challenges easier) so they've entirely quit hoarding. Plus, they know how much more play until they gain a level (because of full transparency) and reset their stock of points, and since the unused points don't carry over they make sure to use them when it feels like maybe they should because otherwise they are effectively wasting the points. [/QUOTE]
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Player fudging: Destiny Points
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