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Post by DMC on Apr 30, 2015 14:57:18 GMT
I'm assuming that, as DMs, we often fudge the dice we roll in order to make the game better. My question is, how often do you do it, and when do you do it?
If I realize I've made a mistake in encounter building, either too strong, or too weak, I'll fudge them. It all depends on how it will affect the story.
Thoughts?
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Post by friartook on Apr 30, 2015 15:09:01 GMT
If I realize I've made a mistake in encounter building, either too strong, or too weak, I'll fudge them. It all depends on how it will affect the story. I've fudged plenty of dice rolls in order to balance unbalanced encounters. I run a pretty "fly by the seat of my pants" campaign when it comes to encounters. I judge how the roll effects the story or the encounter. I have fudged dice to keep from killing PCs, to make opposing skill checks turn out how the story needs them to, and to put a bit of extra challenge in the players' faces. I will usually roll damage in the open, and skill checks who's outcome I want to be random. I almost always do "to hit" rolls behind the screen, in case I need to fudge something. I'd say I fudge the dice at least once every session.
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Post by DMC on Apr 30, 2015 15:20:54 GMT
When is it ok to kill a PC? When they make a boneheaded mistake? When they went left door instead of right door? When the dice are just simply against them?
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Post by friartook on Apr 30, 2015 15:43:02 GMT
When is it ok to kill a PC? When they make a boneheaded mistake? When they went left door instead of right door? When the dice are just simply against them? When they face a fair challenge, and are not up to it. The cause could be rash action, poor planning, bad luck, etc. I just don't want the PCs to die wantonly, pointlessly, or through poor decisions made by me, as the DM. I'd prefer they die dramatically, or at least realistically. When I killed two PCs in our current campaign, one died fair and square in battle, the other died by mouthing off to Big Baddie when he was a prisoner and had only 1 HP. Both failed death saves, as per 5e rules. I'm still not sure how I feel about the death save mechanics. It sure adds tension when a PC is unconscious, but it also puts their lives firmly in the hands of the dice.
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Post by DMC on Apr 30, 2015 17:46:45 GMT
Kinda always has though, hasn't it? Save vs. Death was a gripping part of 2E.
That's how I feel too. If the encounter is fair and balanced, but the bad guys just got the upper hand, then that's life.
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Deleted
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Post by Deleted on Apr 30, 2015 18:48:13 GMT
All my rolls happen in the open, so there's no fudging, ever.
I think my current players have had some gotcha DMs, or somehow became accustomed to an Us vs DM mentality. I was rolling in the open before I ever met them, but continue to do so because they seem paranoid, as if they don't cover all their bases every single time that I'm going to find some oversight to exploit and bring them suffering -- I would only do this occasionally! They're just now getting used to the idea they don't need to spend half an hour describing all the precautions they make before bedding down in the wilderness, or even an inn for that matter.
Accordingly, player deaths normally only happen when fate (the dice) dictate. Most of my combats would rate on the hard-deadly difficulty, but it hasn't come up in my newest campaign (level 4 now). I'm pretty solid on telegraphing danger, so the players haven't done anything outright stupid (aside from trying to sneak past a Balor at level 3, which amazingly, they did -- group stealth check, everyone rolled over 14 against passive perception 13). However, I wouldn't rescue someone who jumped off a cliff, or directly engaged the aforementioned Balor.
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Post by friartook on Apr 30, 2015 18:57:35 GMT
All my rolls happen in the open, so there's no fudging, ever. I have been contemplating switching to this. My hesitation is that I am doing everything homebrew, but not using the systems built into the 5e rules to create my encounters or homebrew monsters. So, I am iffy on the difficulty level and I've wanted to keep things behind the screen so I can cover my lack of preparation. However, it feels more honest to have everything out in the open. I'll have to mull this over a bit.
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Post by joatmoniac on Apr 30, 2015 20:33:04 GMT
I have a tendency to keep combat rolls open, and more social based rolls behind the screen. Things like diplomacy or bluff should be hidden, I have also taken to rolling some rolls for players behind the screen on occasion to help keep the mystery/suspense up. I lean towards the same idea as Friartook in that if it is because of a fair fight, or the players being boneheads. Essentially the DM has the guiding hand for how deadly a campaign will be. If you put traps up that are meant to kill PCs and they kill one, well that makes sense, or an encounter they should bypass rather than face head-on and they die that makes sense to me too. If the dice swing against them it is the best way to represent the deadliness of the world they live in. If you fight a bloodthirsty scimitar wielding orc there is always a chance that you may die, and that needs to be represented somehow right?
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Samuel Wise
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Post by Samuel Wise on May 1, 2015 2:31:42 GMT
All my rolls happen in the open, so there's no fudging, ever. I have been contemplating switching to this. I do this as well. The problem is, that I cannot fudge. ever. Since my players have never played the game either, they would be horrified if I fudged and would probably cry out: "you can't do that!!!" One thing that is really good about none-fudging is that it also gives me practice. It forces me to think outside the box when it comes to fights and encounters. And I enjoy the extra work.
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Post by kjmagle on May 3, 2015 14:18:46 GMT
I haven't fudge my rolls. My last encounter for the group i kept missing so they were going to easily beat the main boss. So instead of fudging the rolls i just changed the encouter. I added 3 goblins each round until the boss was beat then the goblins fled.
That made them worry that they were going to die and change up their tactics. My boss then actaully hit one player and crit it and the PC was realky close to death, however the NPC I controlled would have healed him easily... But they didn't know that.
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