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To fudge or not to fudge: that is the question
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<blockquote data-quote="Cody C. Lewis" data-source="post: 6782826" data-attributes="member: 6802841"><p>I would like to present a scenario:</p><p></p><p>Let's use a sneaky rogue, as has been brought up previously. The player wants to sneak up and make an attack on the guard.</p><p></p><p>The 'Fudger' DM:</p><p>This DM is not certain if the player can make a swift strike to actually down the guard. The guard is at... let's say 25 hp when the DM created this encounter. The rogue can actually accomplish 25 points of damage, but they might have to roll very high/almost perfectly. So this DM has the player roll, as he considers the guard may still instinctively try and defend himself in the last moment. The attack is successful. The player rolls damage and gets a result of 24. The DM, trying to reward his player for the clever play in addition to the exciting roll, has the guard drop. He fudged the encounter for the guard's total HP.</p><p></p><p>The player got to roll a successful attack, and the table got to cheer a bit at the exciting damage result. </p><p></p><p>The Stead-fast DM:</p><p>The above scenario takes place; the DM is unsure if the guard would drop, and decides to let the dice fall where they may. The guard drops to 1, but the encounter is not over, the table still got to cheer at the results of the dice, but they were immediately forced into initiative rolls to finish off the guard. Now this encounter can become more interesting with a call for help, but this should not be considered better or worse than what the above DM could do if the guard dropped as the party continued. </p><p></p><p>The Story Teller:</p><p>The DM decides if the guard fails his perception check (Which all three would do, this is not exclusive to this DM) the player just kills the guard. The player most likely feels as though he has been rewarded for his clever thinking, and the party has a 'win' moment. However, the player did not make any additional rolls. Furthermore, the player had no chance at failure.</p><p></p><p>Which camp do you guys feel like makes the most sense to you? I would argue that they are all equally good approaches.</p><p></p><p>Though, I know which I would prefer.</p></blockquote><p></p>
[QUOTE="Cody C. Lewis, post: 6782826, member: 6802841"] I would like to present a scenario: Let's use a sneaky rogue, as has been brought up previously. The player wants to sneak up and make an attack on the guard. The 'Fudger' DM: This DM is not certain if the player can make a swift strike to actually down the guard. The guard is at... let's say 25 hp when the DM created this encounter. The rogue can actually accomplish 25 points of damage, but they might have to roll very high/almost perfectly. So this DM has the player roll, as he considers the guard may still instinctively try and defend himself in the last moment. The attack is successful. The player rolls damage and gets a result of 24. The DM, trying to reward his player for the clever play in addition to the exciting roll, has the guard drop. He fudged the encounter for the guard's total HP. The player got to roll a successful attack, and the table got to cheer a bit at the exciting damage result. The Stead-fast DM: The above scenario takes place; the DM is unsure if the guard would drop, and decides to let the dice fall where they may. The guard drops to 1, but the encounter is not over, the table still got to cheer at the results of the dice, but they were immediately forced into initiative rolls to finish off the guard. Now this encounter can become more interesting with a call for help, but this should not be considered better or worse than what the above DM could do if the guard dropped as the party continued. The Story Teller: The DM decides if the guard fails his perception check (Which all three would do, this is not exclusive to this DM) the player just kills the guard. The player most likely feels as though he has been rewarded for his clever thinking, and the party has a 'win' moment. However, the player did not make any additional rolls. Furthermore, the player had no chance at failure. Which camp do you guys feel like makes the most sense to you? I would argue that they are all equally good approaches. Though, I know which I would prefer. [/QUOTE]
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