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109 comments
  • So that my players see me roll the dice. As long as they believe the illusion, the roll is real to them, and so their experience is meaningful and memorable; at the end of the day, that's what matters most to me as a DM.

  • How to tell if someone likes writing more than improv:

    • How dare you cut a thread short, that could have gone on for pages and pages of bikeshedding, with your one truthful and incisive comment.

  • As long as you're not going super hardcore, I don't see the problem with just letting the truth of the dice decide whether a character receives a 'fatal' blow, only to find after the combat encounter that the character is barely alive, and the rest of the group needs to focus all their resources on triage and emergency evac.

    Getting out of a dangerous place with a barely conscious character can make for a pretty tense situation.

    • Some games have this built in and you don't have to fudge it.

      Fate, my go to example, has important but simple rules around losing a conflict.

      At any point before someone tries to take you out, you can concede. That's a player action and not a character action. If you concede, you get a say in what happens to your character. That's where you as a group say "maybe they stab me but leave me for dead in the confusion" or "maybe the orcs take me prisoner so you all can rescue me next week". Whatever the group decides is cool goes, but you get a say. You make this call before the dice are rolled. You also get one or more fate points, which is nice.

      If you instead push your luck and let them roll, and their attack is more than you can take, you're done. The rest of the table decides what happens but you don't get a say beyond what was agreed to in session 0.

      This would also be pretty easy to import into DND or most other systems.

    • That's why revivify is for. What you did here is taken away a meaningful moment from a player, just because you wanted them not to make a different PC. If you want that moment, write it into the story with an NPC. Don't keep someone alive "just because". Playing "hardcore" has nothing to do with this - that's about balancing enemy encounters. Don't throw a dragon at an unprepared party sort of things.

      Otherwise people will either be annoyed that a moment was taken away, come to the conclusion that their choices don't really matter, or they would expect of you that every time a character dies, they become "half concious". Suddenly you have a "why didn't my char do that???" moment at the table. It's the same with fudging dice, but when that happens, you are behind a GM screen so you are less likely to be found out. Still a shitty thing to do though.

      • It's all about what sort of group you're playing with. I run a group for some kids at my school and I know they would be heartbroken if I just straight up killed them.

        I've only had to do this once though. I made it a lesson about caution. The player was being reckless, and they 'died'. Seeing how distraught he was, I decided after the encounter, that the other players should roll for a perception check, and noticed the character still breathing slightly. It was nice to see the kid perk up immediately afterwards.

  • i love how these threads are just people discovering the principles of game design on their own lmao

  • Well when you arn't sure if the encounter is balanced from the beginning and the dragons breath would tpk in one hit its kinda better to turn the cone into a line and half the damage so you only have one player down.

  • I used to think fudging Vs not fudging was a stylistic decision, but as I've played more I feel it's a system issue. If you feel a need to fudge rolls, either to raise or lower the stakes, to force desired plot points or avoid unnarrative deaths, or to fix broken challenge ratings, you're probably using the wrong system for you and your group.
    Think about what issues you're actually trying to avoid by fudging, and then look for systems that are structured to avoid those issues. If the rolls get in the way of your narrative, switch to a more narrative system. If you're fighting against the system to build satisfying combat encounters, switch to something more tactical.

    It'll always take a couple of sessions to get used to a new system, but learning one is always a lot faster than continuing to waste time trying to force a system to do things it wasn't made for.

109 comments