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<blockquote data-quote="Reynard" data-source="post: 4295650" data-attributes="member: 467"><p>This is a big fat no-no in my book: do not fudge the dice. The uncertainty of the dice is not only a huge part of the fun of the game -- otherwise we'd be playing Amber -- but by doing so you are arbitrarily rewarding and punishing players, doubly so if you only save the one who didn't screw it up. Let the players enjoy the rewards and suffer the consequences of their choices, their actions and the dice..</p><p></p><p>Now, that said, one big mistake that I used to make is overusing the dice. it is easy to call for a check, even an easy one, when a player asks to do something. however, if it is an easy or natural thing for the PC to do, asking for a roll is just asking for complications if the dice turn up low. "I want to find a seedy bar so we can stake out those warf burglars we heard about." "Make a Gather Info check." Crap, I got a 7." "Um..." Just tell the character he finds the place and get on with it. Mostly because if you give it to him with the 7, players don't know what to expect as a "good roll" and when they roll a 7 for something else and don't succeed, they'll wonder what's going on and why you're being inconsistent.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4295650, member: 467"] This is a big fat no-no in my book: do not fudge the dice. The uncertainty of the dice is not only a huge part of the fun of the game -- otherwise we'd be playing Amber -- but by doing so you are arbitrarily rewarding and punishing players, doubly so if you only save the one who didn't screw it up. Let the players enjoy the rewards and suffer the consequences of their choices, their actions and the dice.. Now, that said, one big mistake that I used to make is overusing the dice. it is easy to call for a check, even an easy one, when a player asks to do something. however, if it is an easy or natural thing for the PC to do, asking for a roll is just asking for complications if the dice turn up low. "I want to find a seedy bar so we can stake out those warf burglars we heard about." "Make a Gather Info check." Crap, I got a 7." "Um..." Just tell the character he finds the place and get on with it. Mostly because if you give it to him with the 7, players don't know what to expect as a "good roll" and when they roll a 7 for something else and don't succeed, they'll wonder what's going on and why you're being inconsistent. [/QUOTE]
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