the Jester
Legend
Occasionally I will; not often. I really do prefer to let the dice fall where they may, but once in a while, if it's a foregone conclusion and there's no point to playing it out...
Is it arbitrary, and are the players unaware of it?
This may be off-topic, but there's a 'rule' of improvisational acting, usually the 'first rule of improv club', that says: "always say yes - embrace it". The 'second rule of improv club' is: "add something".
These are rules that allow crazy outcomes to work in unexpected ways. Similarly so for RPGs, especially for the random element of the dice.
This may be off-topic, but there's a 'rule' of improvisational acting, usually the 'first rule of improv club', that says: "always say yes - embrace it". The 'second rule of improv club' is: "add something".
These are rules that allow crazy outcomes to work in unexpected ways. Similarly so for RPGs, especially for the random element of the dice.
So, the dice hate the PCs in combat. Everything is a swing and a miss, or worse, a fumble. Meanwhile, the monsters have had their Ready Brek today and everything is hitting and doing top damage. The first rule says, "yep, they're toast if they keep this up". The second rule (essentially failing forward) says "the monsters drive you back towards the wall, where the sleeping pallets have been upended during the fight...they're big enough to duck behind and good for half cover", or "the fighter is knocked prone but from his floor level view he sees that the lead three monsters are all stood on a rough carpet, which is just within reach for him to try to yank them off balance".
Alternatively, Boss Monster appears, war axe in hand, twenty stone of solid muscle wearing a necklace of adventurers testicles, designed to really test the heroes to the max. The PCs take him out in round one. Indiana Jones moment! The first rule says, "yep...he's toast. Dang", the second rule says "he falls dead with a thud, his huge bulk splintering one of the pillars holding up the Temple...as you grin at one another in celebration, the ceiling starts to shake and collapse as the pillar cracks and falls...make a DEX check to avoid falling masonry".
Recent example - the players were on their last legs, and a desperately cast Thunderwave spell took out all but one bad guy, who made his save and only took half damage. One more hit and two of three characters were down. Bad guy had two attacks... First rule said, "yep, it's his turn now too". So I judged (second rule, add something) that all the coins on the table (they had been gambling), and the table itself were also hurled at bad guy due to the spell, doing a further bit of damage...the die I told the PC to roll providing just enough to take him out. Fudging maybe but in a different way to just adjusting the HPs. Also the image of having to pull the silver pieces out of his face if they wanted all the treasure was a memorable one and prompted some nice RP.
It's basically embracing the dice as they are but giving the PCs options to avert defeat or consequences to ensure they are challenged - failing forward/succeeding sideways.
I'm curious, does your DM tell you the exact target DC for an ability check?
I haven't run or played a campaign (any edition) where the DM would share numbers. The player could ask how challenging their character might find a task, and the DM would respond anywhere from impossible to trivial, but wouldn't give a concrete number. It would require highly similar traps and very similar dice rolls for a player to suss out the DC of a trap.
Occasionally I will; not often. I really do prefer to let the dice fall where they may, but once in a while, if it's a foregone conclusion and there's no point to playing it out...
Fudging and creating content on the fly are different things. Spontaneous creation of NPCs or even entire areas when the PCs wander off the edge of the map is simply world building done on the fly. Changing the results of die rolls to suit a desired outcome isn't creating any content, its simply an erosion of the integrity of the game.
From my perspective, the game is much more interesting if both the players and the DM discover the results of play together. Unexpected decisions made by the players combined with the randomness of a die roll make the experience less predictable and thus more interesting.
By this I don't mean that every detail is random. It would be hard to maintain a consistent world in those circumstances. My point is that when the dice are used to determine something, I like to abide by the result. The whole point of dice is that the result is random and can take the game in unexpected directions. Disregarding results you do not like means that the dice shouldn't have been rolled in the first place. The stakes and the odds on many rolls, can be determined beforehand. If there is a consequence that you cannot bear as a result of a die roll then don't include it.
Knowing a monster's hit points isn't something that the players should know about. Even if they've slavishly learned every detail of the Monster Manual, that's something the DM should be able to switch up anyway. Using the knowledge they've gained from the Monster Manual is metagame thinking.