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D&D 5E Would you change a monster's hit points mid-fight?

Elf Witch

First Post
This is a good point. If there's a perceived need to fudge in this manner, it should be a rare need. I expect that just about anyone can learn to design appropriate encounters quickly enough that this shouldn't be an ongoing issue. This plays into my preference in the matter. If there's only a rare issue with a too difficult or easy encounter, I would prefer to have the issue to damaging the integrity of the game with fudging. If it's a constant issue, constant fudging might be preferable to constant hassle, but I find neither tolerable. I this case it's time for a new DM or a new game.

I think there is a large difference between very occasionally having this problem where you need to change things (whether numerically fudging numbers or narratively) and having to do it on a frequent basis. If this happens a lot, it means the DM is having issues using the (encounter building) rules to create desired scenarios. This may be due to lack of experience or bad judgement calls on the DM's behalf, or it could be a problem with the rules themselves. For example, the scenario you just provided could be avoided using something like 13th Age's escalation die to add a bonus to all rolls each round, or having a "lucky" ability or Action Points to allow rerolls or bonuses on misses... Which reminds me I need to reread the Inspiration and variant rules regarding that again.

I've never heard of Robin's Laws before, so I hope these are accurate and that people can be a part of more than one category. I'd say I'm a combination Method Actor/Powergamer/Storyteller in that order. I develop a character and use the system as best as I can to create him or her and play as that person would. If the story is slacking for some reason (people can't figure something out but I'm playing a "dumb barbarian", or my powerful but hasty mage has a clearly bad choice that would make an interesting plot point), then I'll find a way to justify it.

I definitely agree that communication is a very key point in group gaming, and expectations are incredibly important.

Usually people are more than one but the point is to identify what he calls players emotional kicks to help design encounters that gives each player a chance to scratch their gaming itch. For example I am mainly a storyteller with a dash of method actor and butt kicker thrown in. I would rather a DM fudge to keep the story rolling along and to prevent a TPK which in my experience just destroys the game.

I don't enjoy playing with DMs who roll in the open or who are stuck on everything by the book except of course rule zero. I have found that with DMs like that I don't have. I think knowing hat you like saves a lot of time playing in games that just leave you frustrated. This is not a judgement on how people choose to play because unlike certain posters on here I recognize that there is more than one way to run and play a game.
 

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EzekielRaiden

Follower of the Way
In other words, the difference between you and someone who modifies hit points on the fly is really just a matter of the scale at which modification happens. You look at the encounter that has been started as being a fixed entity and not to be messed with but are willing to change a dungeon or adventure site on the fly once the PCs have engaged with it. Those of us willing to adjust the encounter on the fly do something very similar, just the encounter level rather than adventure site level.

I don't see it as a 'scale' difference at all, and I think another poster covered my ideas much better than I did:

Adding more new monsters to a scene doesn't re-write history, it changes the future.

As I see it, the DM is responsible for determining the nature of future events up until the point they actually "happen," at which point they "exist." Things that exist shouldn't change SIMPLY because anyone--even the DM--just WANTS them to change. There should be a reason for it within the fiction. Believe it or not, this means I'm not unequivocally okay with extra monsters showing up either! There needs to be plausible reason for it. For example, just about ANY outdoor fight could draw a nearby hungry animal--sufficient hunger is usually enough to make even a skittish predator take a risk, and if there are already bodies on the field, one might try to scavenge something and abscond. In a dungeon environment, you have some amount of natural creatures, some crazy weirdo dungeon denizen beings (like gelatinous cubes), "typical" guardian type things like golems or skeletons/zombies/etc., and very likely not-fully-known numbers of OTHER humanoid occupants who got there first (e.g. orcs, goblins, kobolds, etc.) If the party has any kind of reputation at all--which I expect them to have once they've gotten at least one adventure under their belt--urban environments are always potentially dangerous because they're full of people, and people are bloody dangerous.

Thus, unless the party has been EXTREMELY careful and HIGHLY observant, I think it's very unlikely that they could nail down enough of an unexplored dungeon, open wilderness, or nighttime alleyway to be CERTAIN that additional monsters couldn't come out. And all those same arguments can be turned to happier ends too. Just as an unknown alley might hold a cutpurse or some thugs, it might hold a watchman on the beat. Some forest-dwellers are good, or might answer to a local druid who knows the score. Dungeon-dwelling things can be indiscriminate, or perhaps hold a special grudge for the entities that kicked them out in the first place (if they have some smarts, anyway). Traps in dungeons are similar: unless the players have an accurate floorplan of the dungeon, there's pretty much no way for them to know the number or location of traps, so they don't "exist" until encountered. And some of those traps might have stopped working in the years(/decades/centuries/millennia) that the dungeon was abandoned, been set off by intruders or happenstance, or fail to recognize the party as a threat (frex, if it's an old Arkhosian armory and there's a dragonborn in the party, a magical trap might "recognize" the "base's commander" and thus remain inert until a true "threat" appears).

Perhaps an analogy will help. Let's say you're playing a chess-like game, but all of your opponent's pieces LOOK the same to you (let's say they're all perfect cylinders, like a bunch of lipstick/chapstick tubes). Your pieces, however, are plainly visible to the opponent, and their exact capabilities and movement patterns etc. are known to both of you. Let's call your opponent's side red, and your side green. In order to play as the red player, your opponent must agree to describe his pieces to you, and what it is they do each time they do something. The red player is not required to exactly describe every (or even any) piece; part of the entertainment of the game, for some players anyway, is figuring out what red's pieces are and how they work. This is of course simplified, and possibly extremely so, since chess-like games don't allow for complex states like "I tried to attack and failed, thus *I* was captured rather than *making* a capture!" but the idea is roughly the same. Red has pieces. They do something. Green doesn't know what Red's pieces do (and while it's not a RULE that Green lack this knowledge, it is also not a rule that they must have it, either). Red's responsibility lies in communicating the actions of the red pieces as they move.

But the analogy holds, I feel. If Red modifies the pieces *once they are on the board,* then the player is inherently operating on knowledge that is no longer valid, and they have no possible way of knowing this. If we then add the further stipulation that Red will *deny* modification when asked, and *conceal* it from being discovered, how else can it be parsed other than Red intentionally deceiving the player? Red's responsibility (by the rules!) is to describe a piece's state, and the actions it takes. If Red then changes those actions in the process of performing them, or changes those states after having described them, and *hides* the existence of these changes, that communication responsibility cannot be met. However, if additional pieces appear on the board, that communication responsibility can be upheld; and if the changes to the monster are communicated when they happen in a way that reflects the change, then it can also be upheld.

Again: I'm NOT saying that fudging itself is inherently dishonest, I'm saying that concealing fudging is dishonest. I, as a player, VERY VERY PERSONALLY find fudging extremely distasteful, as I consider it...for lack of a better term, "disrespectful of the relationship between DM, world, and player," but "distasteful" is not at all the same as "dishonest." A group which knows that fudging can and will occur, and accepts that, is a group I can support even if I wouldn't want to be in it. A group which does not know about it, but which discovers fudging later, desperately needs an open and diplomatic conversation about it, because it is very likely that at least one person will be upset by it. Not guaranteed, to be sure, but very likely. A group which does not know about it, but discovers later that the DM does it and actively hides it and denies doing it when asked, is a group that's probably (NOT guaranteed, but probably) gonna lose somebody or even fall apart completely.

Please tell me how shaving off a few HP to speed up the end of combat is cheating how is the DM gaining an advantage? Also please tell me if I have a monster go down at 3 HP instead of waiting until 0 how I have undone everything the players have done before?

If I have used the term "cheating" before, it is only in reference to those times where the DM ratchets up the challenge because "the party's getting it too easy." I do, however, still think both things--letting the party off easy, and making their experience more difficult--are still distasteful. Victory becomes more a function of "how much did the DM (dis)favor us/our plan this time?" and less a function of "did our plan, and the situation we executed it in, work out?" I want to own my victories and my defeats as much as I possibly can, aka I want to make rational, informed decisions based on the knowledge my character should possess (combat skills, the history of the world, the facts or opinions the character-group gathers over time, etc.) and the values and personality of my character.

I want those decisions (mine and the other players') to be the deciding factor shaping my/our contribution to facing the challenges of the game, and those contributions together with an element of the unexpected (read: dice) should jointly *and exhaustively* determine the result. If the DM then re-configures the world, whether to support these decisions or to thwart them, my (and my group's) choices were not actually the deciding factor(s). The DM's rewrite is the deciding factor. That disappoints me. It tells me that the DM is the important person at the table, and that I am along for the ride. I can do whatever I like--but the only things that happen are the ones the DM wants to happen. Hence my previous comment: "The DM giveth, and the DM taketh away."

I have a question those of you adamantly opposed to ever fudging where do you fall on the player type according to Robin's Rules of Good game mastering? As a player are you more of power gamer or tactitrcan as opposed to a method actor or story teller?

I find it difficult to place myself on many of the "player psychology" breakdowns, mostly because I like only select elements of the categories. I can generally say I'm not much of a Butt-Kicker or Casual Gamer; I'm definitely NOT there just to kill things, nor to just spend time with friends, though both can be entertaining. As for the others:
[sblock]- Powergamer. Most of the description of this is NOTHING like me (I consult charop forums for advice, but don't give a crap about being THE VERY ULTIMATE BEST). I did years and years of freeform text-based RP before I started playing D&D, so if I wanted nothing BUT pure story, I could have it easily. So I do want to "put the 'game' back in 'role playing game' " but not to the extreme that Mr. Laws describes for this type.
- Strategist. I do not find characterization a distraction, whatsoever--it's extremely important to me. I actually prefer that people make character-fitting but tactically-unsound choices; however, when characterization is not a concern, I want myself and others to be empowered to make tactically-sound choices as often as possible. I do care that things are internally consistent, specifically to the fiction, and that the rules work reliably in the majority of circumstances, so that I can make informed decisions.
- Specialist. I do favor a character type (Paladin who is Team Dad), though I've begun to vary that with time. I do very much appreciate having my character choices woven into the story of the world.
- Method Actor. This is sort of the reverse of the Strategist problem: I don't think it's that important to make radically new characters, but I do love the ability to express myself through my characters. I do not, at all, consider the rules a necessary evil; I consider them an important good which should only be set aside for principled reasons.
- Storyteller. Exploring the story of each character is very important to me. Deepening backstory, finding the narrative links to other things, responding to the trials and tribulations of the adventuring life. Again I like rules, much more than the given description though, especially consistent ones that require minimal intervention to work properly.[/sblock]
So, after going through all that, I'd say I'm probably a Storyteller-Strategist with a strong Specialist bent (I just love Paladins so damn much.) Which...kind of makes a lot of your argument difficult to process, because I literally occupy BOTH sides of your proposed dichotomy.

So as a DM don't you think part of your job is to identify what your players like best and try and accommodate them to some extent. There has been a lot of talk about dishonesty here and one thing I consider very dishonest is a DM who is not upfront with players and does not comes out and says I think your style of role play is badfun and I have no intention of ever accommodating you as a player. Because that is what I am reading here with words like cheating and cheaters being thrown around to describe rule O.

I don't think that there is a badfun way to play the game I do acknowledge that there are different play styles.

Well, again as said before, several people have explicitly stated that these changes should be hidden, denied if a player asks, used both to favor and oppose the players, and that *all* DMs *should* use them as a weapon of first resort. You, obviously, are not advocating any of these things. Although I could be mistaken, the majority of the cries of dishonesty have been focused specifically on the "do it, cover it up, and deny it" side.

Also, uh...I have to ask: Is fudging really so critical to the "storytelling"/"method acting" playstyle that it is completely impossible to use that style without fudging? Because that's...really surprising to me, that a HUGE swathe of playstyles hinge, fundamentally, on one single DM behavior (that is, the DM ignoring numbers/rules/precedent/whatever and unilaterally declaring things.)

One of the biggest issues when it comes to players and DMs having issues that ruins the fun for them is based on miscommunication. I consider it a huge miscommunication when a DM does not acknowledge that maybe because of their own prejudice on styles of play that they should not be the DM for certain players. Just talking to players is often enough to get an idea on what they want out of a game. If you can bring yourself to bend to allow a certain playstyle in your game then you need to be honest and say that.

For myself I hate DMing for casual players I will play with them but I am upfront that as a DM they annoy me and are not a good fit for my table. I will also be upfront that if you are mainly a butt kicker looking for a game that is mainly butt kicking then you most likely won't have fun in my game. This is not a judgement that they play wrong just that they play differently.

And as I have said, both earlier in this post and in prior posts: If your group is on board with you, and the expectations are known or understood, more power to you. If I were to join your game and not be told these expectations, only to discover later that the only reason my Paladin defeated the demon lord Zaagrah is because you turned my critical fumble into a critical hit because it was "better story" or the like, I *would* feel deceived, and I think I would be justified in feeling so. How would you respond in such a case?
 
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Elf Witch

First Post
Not every instance of fudging is cheating. It is only really cheating if your players are uninformed that it can happen or you lie about doing it. If you are open about the type of game that you run, then there is no cheating no matter what you do. Do you understand now?

If you fudge and try to convince your players that it isn't happening the yes, you are a cheater because deception is involved. It doesn't have to be.

Oh for heavens sake I think we have beaten that dead horse to death raised it and beat it to death over and over again. I have never said that you should hide from your players that you reserve the right to fudge if you believe it will benefit the game. I have always stated that players and DMs need to communicate that not doing so leads to bad gaming and tension at the table.

But I have read here that changing the dice even if your players agree is cheating and I believe that not only did spinozajack call it cheating but went to add that it is a form of lazy DMing.

From day 1 rule zero has been part of this game so it is not against the rules for the DM to change the rules. There is nothing in the rules that say I have to give my monsters HP I can just run it and when I think it has taken enough damage call it as dead. Just like there is nothing in the rules that state that a DM must try and accommodate a player so they have fun. But if you run a game that players don't like you will soon have no player so I think it is a self correcting problem.
 

I have to wonder if those of you insisting on using the word cheating realize how offensive it is in this context.

You need to respect the fact that to some people, it does feel like cheating, and that's why they won't do it. That's not a moral judgment of you as a person, and we don't mind if you do it in your own game as long as we're not playing in it. But some of us do have very strong feelings of distaste because it feels like a violation of the rules of the game.

Yes, obviously, some people play the game differently, and so for them it wouldn't be a violation. If I call you a cheater, then you can get offended. But you don't have the right to get offended at my refusal to cheat, because then we're not talking about your playstyle, we're talking about mine.
 

Elf Witch

First Post
I don't see it as a 'scale' difference at all, and I think another poster covered my ideas much better than I did:



As I see it, the DM is responsible for determining the nature of future events up until the point they actually "happen," at which point they "exist." Things that exist shouldn't change SIMPLY because anyone--even the DM--just WANTS them to change. There should be a reason for it within the fiction. Believe it or not, this means I'm not unequivocally okay with extra monsters showing up either! There needs to be plausible reason for it. For example, just about ANY outdoor fight could draw a nearby hungry animal--sufficient hunger is usually enough to make even a skittish predator take a risk, and if there are already bodies on the field, one might try to scavenge something and abscond. In a dungeon environment, you have some amount of natural creatures, some crazy weirdo dungeon denizen beings (like gelatinous cubes), "typical" guardian type things like golems or skeletons/zombies/etc., and very likely not-fully-known numbers of OTHER humanoid occupants who got there first (e.g. orcs, goblins, kobolds, etc.) If the party has any kind of reputation at all--which I expect them to have once they've gotten at least one adventure under their belt--urban environments are always potentially dangerous because they're full of people, and people are bloody dangerous.

Thus, unless the party has been EXTREMELY careful and HIGHLY observant, I think it's very unlikely that they could nail down enough of an unexplored dungeon, open wilderness, or nighttime alleyway to be CERTAIN that additional monsters couldn't come out. And all those same arguments can be turned to happier ends too. Just as an unknown alley might hold a cutpurse or some thugs, it might hold a watchman on the beat. Some forest-dwellers are good, or might answer to a local druid who knows the score. Dungeon-dwelling things can be indiscriminate, or perhaps hold a special grudge for the entities that kicked them out in the first place (if they have some smarts, anyway). Traps in dungeons are similar: unless the players have an accurate floorplan of the dungeon, there's pretty much no way for them to know the number or location of traps, so they don't "exist" until encountered. And some of those traps might have stopped working in the years(/decades/centuries/millennia) that the dungeon was abandoned, been set off by intruders or happenstance, or fail to recognize the party as a threat (frex, if it's an old Arkhosian armory and there's a dragonborn in the party, a magical trap might "recognize" the "base's commander" and thus remain inert until a true "threat" appears).

Perhaps an analogy will help. Let's say you're playing a chess-like game, but all of your opponent's pieces LOOK the same to you (let's say they're all perfect cylinders, like a bunch of lipstick/chapstick tubes). Your pieces, however, are plainly visible to the opponent, and their exact capabilities and movement patterns etc. are known to both of you. Let's call your opponent's side red, and your side green. In order to play as the red player, your opponent must agree to describe his pieces to you, and what it is they do each time they do something. The red player is not required to exactly describe every (or even any) piece; part of the entertainment of the game, for some players anyway, is figuring out what red's pieces are and how they work. This is of course simplified, and possibly extremely so, since chess-like games don't allow for complex states like "I tried to attack and failed, thus *I* was captured rather than *making* a capture!" but the idea is roughly the same. Red has pieces. They do something. Green doesn't know what Red's pieces do (and while it's not a RULE that Green lack this knowledge, it is also not a rule that they must have it, either). Red's responsibility lies in communicating the actions of the red pieces as they move.

But the analogy holds, I feel. If Red modifies the pieces *once they are on the board,* then the player is inherently operating on knowledge that is no longer valid, and they have no possible way of knowing this. If we then add the further stipulation that Red will *deny* modification when asked, and *conceal* it from being discovered, how else can it be parsed other than Red intentionally deceiving the player? Red's responsibility (by the rules!) is to describe a piece's state, and the actions it takes. If Red then changes those actions in the process of performing them, or changes those states after having described them, and *hides* the existence of these changes, that communication responsibility cannot be met. However, if additional pieces appear on the board, that communication responsibility can be upheld; and if the changes to the monster are communicated when they happen in a way that reflects the change, then it can also be upheld.

Again: I'm NOT saying that fudging itself is inherently dishonest, I'm saying that concealing fudging is dishonest. I, as a player, VERY VERY PERSONALLY find fudging extremely distasteful, as I consider it...for lack of a better term, "disrespectful of the relationship between DM, world, and player," but "distasteful" is not at all the same as "dishonest." A group which knows that fudging can and will occur, and accepts that, is a group I can support even if I wouldn't want to be in it. A group which does not know about it, but which discovers fudging later, desperately needs an open and diplomatic conversation about it, because it is very likely that at least one person will be upset by it. Not guaranteed, to be sure, but very likely. A group which does not know about it, but discovers later that the DM does it and actively hides it and denies doing it when asked, is a group that's probably (NOT guaranteed, but probably) gonna lose somebody or even fall apart completely.



If I have used the term "cheating" before, it is only in reference to those times where the DM ratchets up the challenge because "the party's getting it too easy." I do, however, still think both things--letting the party off easy, and making their experience more difficult--are still distasteful. Victory becomes more a function of "how much did the DM (dis)favor us/our plan this time?" and less a function of "did our plan, and the situation we executed it in, work out?" I want to own my victories and my defeats as much as I possibly can, aka I want to make rational, informed decisions based on the knowledge my character should possess (combat skills, the history of the world, the facts or opinions the character-group gathers over time, etc.) and the values and personality of my character. I want those decisions (mine and the other players') to be the deciding factor shaping my/our contribution to facing the challenges of the game, and those contributions together with an element of the unexpected (read: dice) should jointly *and exhaustively* determine the result. If the DM then re-configures the world, whether to support these decisions or to thwart them, my (and my group's) choices were not actually the deciding factor(s). The DM's rewrite is the deciding factor. That disappoints me. It tells me that the DM is the important person at the table, and that I am along for the ride. I can do whatever I like--but the only things that happen are the ones the DM wants to happen.



I find it difficult to place myself on many of the "player psychology" breakdowns, mostly because I like only select elements of the categories. I can generally say I'm not much of a Butt-Kicker or Casual Gamer; I'm definitely NOT there just to kill things, nor to just spend time with friends, though both can be entertaining. As for the others:
[sblock]- Powergamer. Most of the description of this is NOTHING like me (I consult charop forums for advice, but don't give a crap about being THE VERY ULTIMATE BEST). I did years and years of freeform text-based RP before I started playing D&D, so if I wanted nothing BUT pure story, I could have it easily. So I do want to "put the 'game' back in 'role playing game' " but not to the extreme that Mr. Laws describes for this type.
- Strategist. I do not find characterization a distraction, whatsoever--it's extremely important to me. I actually prefer that people make character-fitting but tactically-unsound choices; however, when characterization is not a concern, I want myself and others to be empowered to make tactically-sound choices as often as possible. I do care that things are internally consistent, specifically to the fiction, and that the rules work reliably in the majority of circumstances, so that I can make informed decisions.
- Specialist. I do favor a character type (Paladin who is Team Dad), though I've begun to vary that with time. I do very much appreciate having my character choices woven into the story of the world.
- Method Actor. This is sort of the reverse of the Strategist problem: I don't think it's that important to make radically new characters, but I do love the ability to express myself through my characters. I do not, at all, consider the rules a necessary evil; I consider them an important good which should only be set aside for principled reasons.
- Storyteller. Exploring the story of each character is very important to me. Deepening backstory, finding the narrative links to other things, responding to the trials and tribulations of the adventuring life. Again, though, characterizing the rules as nearly superfluous is something I don't really agree with.[/sblock]
So, after going through all that, I'd say I'm probably a Storyteller-Strategist with a strong Specialist bent (I just love Paladins so damn much.) Which...kind of makes a lot of your argument difficult to process, because I literally occupy BOTH sides of your proposed dichotomy.



Well, again as said before, several people have explicitly stated that these changes should be hidden, denied if a player asks, used both to favor and oppose the players, and that *all* DMs *should* use them as a weapon of first resort. You, obviously, are not advocating any of these things. Although I could be mistaken, the majority of the cries of dishonesty have been focused specifically on the "do it, cover it up, and deny it" side.

Also, uh...I have to ask: Is fudging really so critical to the "storytelling"/"method acting" playstyle that it is completely impossible to use that style without fudging? Because that's...really surprising to me, that a HUGE swathe of playstyles hinge, fundamentally, on one single DM behavior (that is, the DM ignoring numbers/rules/precedent/whatever and unilaterally declaring things.)



And as I have said, both earlier in this post and in prior posts: If your group is on board with you, and the expectations are known or understood, more power to you. If I were to join your game and not be told these expectations, only to discover later that the only reason my Paladin defeated the demon lord Zaagrah is because you turned my critical fumble into a critical hit because it was "better story" or the like, I *would* feel deceived, and I think I would be justified in feeling so. How would you respond in such a case?

First of all I see the same disconnect here that some how posters against fudging assume it is used to screw players over. There is a world of difference between shaving some hit points off a monster to wrap up a combat that is reasonably over so you move the game along that it is called pacing. Some players hate it when a DM just says okay you wrap the encounter up they would rather play it to the end, that is fine unless you have a mixed table and some pf your players have disengaged from the game because they are bored.

I don't believe in taking away a victory from the players and I never fudge to save an NPC life. I also recognize that different players want different than things out of the game so if I know if John the tactician wants to beat the encounter using his tactics and if that means his character dies then so be it I won't fudge but if Rich is a method actor and does not find the game fun if his character is going die in some random encounter then I might fudge that the crit didn't happen and I missed. It really depends on what is going on and how I read my players. Nothing is written in stone and it is not something that happens in every session. And I have never once hid from any player that I roll behind the screen and that I will fudge if I think it is in the best interest of the game. That is actually written in my introduction and house rules and given to any player who wants to play. And not once in the 30 years I have been playing DnD has any player said nope that is a game breaker for me.

And if they thought it was that is fine it means that we are not a good fit as DM and player.

I am not sure how a DM can turn a players fumble into a critical hit. Don't you roll your own dice rolls as a player? Again this kind of fudging is not what I am talking about.

Yes I do think it can be critical to storytelling if it prevents the entire party from being killed and the games ends unsatisfying. I have played in those kind of games and they leave a bad taste in my mouth they are not fun and it makes me feel that everything we have done was pointless. You may not agree and hey that is cool but it does not mean that players who feel like me( and I have known many) are some how playing the game wrong.

Personally I would rather put other mechanics in to try and prevent this like action points but I see fudging when it does in a judicious manner just another tool in my DMs tool box.
 

Elf Witch

First Post
You need to respect the fact that to some people, it does feel like cheating, and that's why they won't do it. That's not a moral judgment of you as a person, and we don't mind if you do it in your own game as long as we're not playing in it. But some of us do have very strong feelings of distaste because it feels like a violation of the rules of the game.

Yes, obviously, some people play the game differently, and so for them it wouldn't be a violation. If I call you a cheater, then you can get offended. But you don't have the right to get offended at my refusal to cheat, because then we're not talking about your playstyle, we're talking about mine.

I respect that people play the game differently. I understand that some people don't like fudging. But to label it cheating when it does not fit the definition of cheating is not only offensive it is putting DMs who use it in a bad light because the word cheating is loaded with very negative connotations.

And I find it hard to believe that deep down the people throwing the word cheating don't think it is badwrongfun.
 

I respect that people play the game differently. I understand that some people don't like fudging. But to label it cheating when it does not fit the definition of cheating is not only offensive it is putting DMs who use it in a bad light because the word cheating is loaded with very negative connotations.

And I find it hard to believe that deep down the people throwing the word cheating don't think it is badwrongfun.

Yes, it has very negative connotations. That's why I wouldn't do it, and I wouldn't play under a DM who did it. For the kind of game I like to play, fudging and cheating are synonymous. Are you calling my games badwrongfun?

I respect that fudging isn't cheating in your games. Your games wouldn't be interesting to me for that reason, but they're clearly not badwrongfun to you, so more power to you. It's just like how verbally misrepresenting your hand is cheating in Go Fish, but is just fine in Poker. Cheating is context-dependent. Play the kind of game you enjoy, with the people who enjoy it too.
 

Elf Witch

First Post
Yes, it has very negative connotations. That's why I wouldn't do it, and I wouldn't play under a DM who did it. For the kind of game I like to play, fudging and cheating are synonymous. Are you calling my games badwrongfun?

I respect that fudging isn't cheating in your games. Your games wouldn't be interesting to me for that reason, but they're clearly not badwrongfun to you, so more power to you. It's just like how verbally misrepresenting your hand is cheating in Go Fish, but is just fine in Poker. Cheating is context-dependent. Play the kind of game you enjoy, with the people who enjoy it too.

But in poker you are not lying you are bluffing yes it is semantics but people choice of words reveal a great deal about how the feel about something.

I have said over and over that it is a play style choice I have put no emotional judgement on it. But I have noticed that there are people who don't fudge and don't want to play in a game where fudging happens tend to fall in two categories the ones who do really view it as a play style choice they tend to avoid the emotional charged negative judgmental word cheating and use the neutral more correct term of fudging the way the game designers use it. The others are tend to use the judgmental word cheating as opposed to fudging which right there ups the emotional response. Nobody likes being called a cheater there is hardly any circumstance that it ever used in any other way than an insult. And I find it very telling that some insist on using it. And I think it is a passive aggressive way of telling someone you think that they don't play the game right which is against the rules and can bring moderation.
 

But in poker you are not lying you are bluffing yes it is semantics but people choice of words reveal a great deal about how the feel about something.

I have said over and over that it is a play style choice I have put no emotional judgement on it. But I have noticed that there are people who don't fudge and don't want to play in a game where fudging happens tend to fall in two categories the ones who do really view it as a play style choice they tend to avoid the emotional charged negative judgmental word cheating and use the neutral more correct term of fudging the way the game designers use it. The others are tend to use the judgmental word cheating as opposed to fudging which right there ups the emotional response. Nobody likes being called a cheater there is hardly any circumstance that it ever used in any other way than an insult. And I find it very telling that some insist on using it. And I think it is a passive aggressive way of telling someone you think that they don't play the game right which is against the rules and can bring moderation.

No. It isn't. Sorry if that offends you. Have a nice day and enjoy your game.
 

Relax

First Post
Changing the past and changing the future are not the same thing at all, and you know it.
That is true, but that's not what fudging does. It also doesn't matter how many times you say it does either, repetition doesn't make a false statement become reality...

If someone is claiming cheating is ok, that's on them, not me. The language I use is a reflection of my understanding of the rationalizations I see for cheating in this thread. I will use the word cheating any time it's appropriate, like this one, because changing HP when there is no rules reason for it is cheating. HP go down when damage is taken, and go up when healing or rest is taken. And at no other time. Period. That's what the rules state. Feel free to ignore the rules, but then don't claim outrage when others call you out on it.
Okay, I get that you can't understand that there are people that play the game differently than you do yet are doing nothing wrong. I actually see where you're coming from and I can appreciate the appeal of your method of play. However, using words like cheating, lying, lazy and violation when discussing what is actually a deference of play preference is, for lack of a better term, rude. Really, really rude. I'm assuming the best here in thinking that your intent is not to be really, really rude because, well, being that rude doesn't actually help your argument, and it makes people like me that actually appreciate where you're coming from want to come in here and say, "Whoa, fellah, take it down a notch.";)

Let me explain the difference to you once again. As a DM, I control the world and the monsters, their motivations, their activities, their location, their number. Right? Right.
Again, repetition is not your friend here...

You missed a couple of things in your above list though. As a DM you also control the monsters' hit points. Actually, as a DM, if you so chose, you can control everything. Some DMs are a little more heavy handed than others, but in some instances you can even control a player's character. See if you can imagine some situations where this might be true...

An existing monster's current HP total is max unless it was injured recently,usually by PCs. Right? Yes.
No, not always. How did that number come about to begin with? Did you roll it or just decide? Both are perfectly valid. I suspect a lot of people would always roll and accept whatever number came up, but others simply use a given number, and others yet use a sliding scale. All of these options are valid.

If a monster is at 2HP and about to die, and suddenly I give them 15 or 20 bonus HP, and after the fight the players add it all up and say, huh? Why did that orc have 2x the total hit points it should have? They would start asking questions. Trust is lost.
Again, I'm not sure why you can't see this, but what you are describing is not the rules. It is a specific play style that you seem to subscribe to. It is not the one and only way to play the game. It really isn't, no matter how much you seem to want it to be...

Show me one place in the DMG that states it's ok to change the HP of a monster on the fly mid-combat, or somewhere else where it says it's unfair for additional monsters to start approaching the noisy commotion they hear down the dungeon corridor.
Really? Okay...

DMG page 4, Introduction, The Dungeon Master (last sentence, 2nd paragraph)
"And as a referee, the DM interprets the rules and decides when to abide by them and when to change them."

What I don't get is why this doesn't end this whole part of the discussion right there. There is a rule, first touched on in the introduction no less, that says the rules are what the DM says they are.

But if that wasn't enough (and I'm almost reluctant to do this for fear of ruining the game for some, and believe it or not I do want everyone to enjoy the game)...

(Seriously, if the idea of fudging is anathema to you stop reading here.)

DMG page 235, Chapter 8: Running the Game, Table Rules, Dice Rolling (3rd bullet point, near top of second column)
"Rolling behind a screen lets you fudge the results if you want to. If two critical hits in a row would kill a character, you could change the second critical hit into a normal hit, or even a miss. Don't distort die rolls too often, though, and don't let on that you're doing it. Otherwise, your players might think they don't face any real risks - or worse, that you're playing favorites."

Now is this whole discussion over? If you feel the need to keep arguing please reread the above excerpt. Still want to argue? Read it again. Okay, one more time.

The thing is, even though right in the rules it says it's okay to lie, (to use an inflammatory term for effect;)) you don't have to. You can play this game any way you want. For proof see the first rule I sighted.

It's funny that you should even mention that I would enjoy playing a game of D&D without using dice, because I wouldn't.
Sorry, clearly I didn't communicate that point very well. I wasn't trying to tell you what you would enjoy. I was simply stating that others might enjoy no dice, and that's okay.

So, I was going to continue responding to things you said, but there really is no point. The DMG says it's okay to fudge and that it's not only okay keep that information hidden but you should keep that information hidden. If you don't like this "rule" and I can certainly appreciate that some will really, really not like this rule, then remember the most important rule of all. You decide how you want to play this game. So play, and try not to get too self-righteous, because inevitably it will come back and bite you on the bum... :)
 
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